CFS2 Perma-stickied help / problem / tweaking thread

gedm

SOH-CM-2022
Gedm's CFS 2 Tips

ADDING DROP TANKS AND BOMBS:

This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions.

Also, any real time comments or corrections are welcome.

gedm :ernae:
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Gedm,
BC is talking about section 534 of the .air file. Use AirEd program by William Roth, Open an .air file on one with working tank and right click on section 534, Copy to Clipboard, open your .air file that you want to add to and right click and Add from Clipboard.
AirEd program download: http://www.simviation.com/cgi-bin/sy...file=aired.zip
Section 534 entry for Bf109:
Fuel tank number= 2 (with one internal tank)
Fuel tank lateral offset= 0.0
Fuel tank up/down offset= -4.0
Ful tank forward/back offset= 0.0
Fuel tank quantity capacity in gallons= 79.24 (300 liter german drop tank)
Unusable capacity?= 0.0
Unknown= 2

Hi all,
Red Rooster it is possible to make new hard points with the dp.What you must understand is that a hard point is just a 3 dimension location in space coupled to the model.
First you get your dp to accept there are working weapons available
by adding a string of commands to the Gunstations section.This is usually the last entry to the gunstation,Or if you are using bombs and torpedo's as here 2 entries.Gunstations 3 and 4 and the associate [guns] section 3 and 4
[GUNSTATIONS]
; Front Coplt Gun
gunstation.0=0,58,1,0.08,839,2,0.01,1000,2,40,1d1* 14,0,-0.132187,5.844121,0,0,0,-25,25,25,-25,1.6
; Upper Gun
gunstation.1=1,52,2,0.08,839,2,0.01,1000,2,40,1d1* 14,0,1.202,-4.148,0,0,180,-180,180,80,0,1.6
; Chin Gun
gunstation.2=0,51,1,0.08,839,2,0.01,1000,2,40,1d1* 14,-0.352,-0.395,5.421,0,0,0,0,0,0,0,1.6
;
gunstation.3=3,21,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0, 0,0,0,0
;
gunstation.4=5,62,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0 ,0,0,0,0
Then you add a command to say what type of weapon it is such as rocket ,torpedo or bomb in the gunstation.it is the first figure following the = sign.2=bomb,3=rockets and 4=torpedo
in the guns section the additions are to tell how the weapon is to be fired.Usually copy and paste a default one in here.if you get this wrong the bombs etc just disappear when dropped.
[guns.0]
gun.0=1000,0,0,0.64375,0,0,1,1000
[guns.1]
gun.0=1000,0.183,0,-0.969001,0,0,1,1000
gun.1=1000,-0.19,0,-0.969001,0,0,1,1000
[guns.2]
gun.0=1000,-0.002,-0.001,0.504,0,0,1,1000
[guns.3]
gun.0=16,0,0,0,0,0,0,0
[guns.4]
gun.0=1,0,0,0,0,0,0,0
You tell your bomb/rocket etc where you want it to be using this.
This is the hardpoint for the stock B25.The 3 sets of figures for each hard point is a 3 dimension reference in this order...1/ left/right...2/ up or down and 3/ backwards and forwards.0 is always the stating point and work from there.
[HARDPOINTS]
mount.0=0,0,0
mount.1=-0.247,-0.508,-0.558
mount.2=0.247,-0.508,-0.558
mount.3=-0.247,-0.508,0.611
mount.4=0.247,-0.508,0.611
mount.5=-0.247,-0.508,-0.558
mount.6=0.247,-0.508,-0.558
mount.7=-0.247,-0.508,0.611
mount.8=0.247,-0.508,0.611
Use the - sign to change the direction from the center point
The weapons are attached to the hard points via the payloads sections.
First you list the total number of different payloads as here.This one has 5
5
[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%
Please note that payloads and mounts all start from 0.
Then you set your weapon up to use whichever payload position you have made.Such as this example.The B 25 again.
[PAYLOAD.0]
; Payload = Guns Only
[PAYLOAD.1]
; Payload = Bombs Heavy
mount.1=WEP_US_1000lb_GP, 1, -1
mount.2=WEP_US_1000lb_GP, 1, 1
[PAYLOAD.2]
; Payload = Bombs Medium
mount.1=WEP_US_500lb_GP, 1, -1
mount.2=WEP_US_500lb_GP, 1, 1
mount.3=WEP_US_500lb_GP, 1, 1
mount.4=WEP_US_500lb_GP, 1, 1
[PAYLOAD.3]
; Payload = Bombs Light
mount.1=WEP_US_250lb_GP, 1, -1
mount.2=WEP_US_250lb_GP, 1, 1
mount.3=WEP_US_250lb_GP, 1, 1
mount.4=WEP_US_250lb_GP, 1, 1
mount.5=WEP_US_250lb_GP, 1, 1
mount.6=WEP_US_250lb_GP, 1, 1
mount.7=WEP_US_250lb_GP, 1, 1
mount.8=WEP_US_250lb_GP, 1, 1
[PAYLOAD.4]
; Payload = Torpedo
mount.0=wep_us_mk_13, 1, -1
This says which mount you want and which weapon.It also says how they are to drop.The figure with the minus sign is saying that when bomb 1 drops all the rest are to drop with it.It is the most common setup.
To get the weapons to show up in CFS2 selection control you then need to add the payload names into the botton of the [string] section of the dp like this,Again the stock B25.
"payload_name.0"=Guns Only
"payload_name.1"=Bombs Heavy
"payload_name.2"=Bombs Medium
"payload_name.3"=Bombs Light
"payload_name.4"=Torpedo
If after all this you are actually talking about getting a physical hard point to show up on say a wing and not drop this is done in the dp as well.
If you look at the P38 dp you will see that the pylons on the wings are added through the dp.You can use these stock pylons on any a/c you want by adding the correct mounting points etc in the same way you add bombs etc.
Hope this makes it a little clearer.
Buddha13
__________________

Michael, the bombs, rockets and DT's are a mixture of stock and addon stuff in my install.... I can't extract and package for upload all the missing weap bgl's, dp's and bmp's that you need for these DP loadouts exactly. Go into your OBJECTS_DP folder and identify suitable japanese replacements for these objects. Copy their names and paste them over the names of my weaps, for example:
[PAYLOAD.5]
; Payload = Bombs Long Range
mount.0=wep_pylon_p38_wing, 1, -1
mount.1=wep_ja_zero_drop_gp, 1, -1
mount.2=wep_ja_250kg_gp, 1, -1
mount.4=wep_pylon_ja_wing, 1, -1
mount.3=wep_ja_250kg_gp, 1, -1
mount.5=wep_pylon_ja_wing, 1, -1
**************************
(XXXXXXXXXXXX = whatever you choose)
[PAYLOAD.5]
; Payload = Bombs Long Range
mount.0=wep_pylon_p38_wing, 1, -1
mount.1=XXXXXXXXXX, 1, -1
mount.2=XXXXXXXXXXXX, 1, -1
mount.4=wep_pylon_ja_wing, 1, -1
mount.3=XXXXXXXXXXXX, 1, -1
mount.5=wep_pylon_ja_wing, 1, -1
Its that simple....when one accumulates a large install like mine its often difficult to share DP mods because I have so many weapons bgl's and bmp's to sort thru in association with the dp objects selected and its always a concern that the recipients won't have the same objects. So, you just go with whatever you have as a replacement, using the basic structure I've provided as your mount points...
Also, one more thing: did you replace your dp with mine entirely (no copy/pasting)? In addition to having no weaps, the default dp also had no [GUNSTATION] entries for rockets and bombs, which would preclude any weaps installed later from showing. So you would have to use my [GUNSTATION], [HARDPOINTS], [PAYLOADS] sections together. If you did this and still no-joy, send me your addy via PM and I may be able to email what I suspect you may be missing, but no promises on accuracy since I don't know your setup.
 
Adjusting Aircraft Height on runway

This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions

gedm
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Hi PSK,
I think you'll find it's the contact points in the aircraft.cfg file. If you go into the cfg file and the [contact points] section the first three points (0,1,2) are the undercarriage contact points.
Within each set of numbers the first three are the points at which the undercarriage touch the ground. Point.0 will either be a tail wheel (with a tail dragger) or a nose wheel (if like a P38 etc etc). Point.1 is the port or left hand uc info and point.2 is the starboard or right hand uc.
The number classifications are: (see below)
//0 Class
//1 Longitudinal Position (feet)
//2 Lateral Position (feet)
//3 Vertical Position (feet)
//4 Impact Damage Threshold (Feet Per Minute)
//5 Brake Map (0=None, 1=Left, 2=Right)
//6 Wheel Radius (feet)
//7 Steer Angle (degrees)
//8 Static Compression (feet) (0 if rigid)
//9 Max/Static Compression Ratio
//10 Damping Ratio (0=Undamped, 1=Critically Damped)
//11 Extension Time (seconds)
//12 Retraction Time (seconds)
//13 Sound Type
point.0=1.0, -33, 0.0, (-6.2), 2000.0, 0.0, 0.60, 45.96, 0.51, 2.5, 0.5, 5.0, 5.0, 0.0, 0.0, 0.0
point.1=1.0, 5.2, -8.58, (-8.7), 2000.0, 1.0, 1.60, 0.0, 0.84, 2.5, 0.80, 7.0, 13.0, 2.0, 0.0, 0.0
point.2=1.0, 5.2, 8.58, (-8.7), 2000.0, 2.0, 1.60, 0.0, 0.84, 2.5, 0.80, 5.0, 9.0, 3.0, 0.0, 0.0
So, above you would need to change the figures in the fourth set ie -6.2, -8.7 and -8.7 to change the wheel contact points. All these figures are points below the central datum point, in feet. So (deep breath) you would have to reduce them to bring the ac closer to the ground (if ac sits too high) OR you need to increase them (equal amounts on each) to take the contact point further away and raise the ac up.
If you save a copy of your ac.cfg file(s) and then try modding each up or down as neccessary, save and re-load the ac you should be able to get rid of their 'bad habits'.
If not these then it may be the additional 'scrape points' which come into play when you crash land/land without uc. If the above does not work then we'll take a look at the other contact points.
I hope this doesn't seem too patronising!
Cheers Shessi

Bearcat sez...
The main culprit in this "dropping" experience is the static height. If your aircraft drops and sits just right on the surface, the actual contact points are OK, but the static height is too high. The model is actually dropping down to the correct contact point values:

static_pitch = 0
static_cg_height = 4.21

Lower this in tenths incrementally until the aircraft loads flush with the surface and stops dropping. The best way is to load the aircraft in FF and pause it immediately as soon as the screen opens from blank black to 2D panel view -- don't wait one second longer or the plane will drop. This will pause the aircraft in its floating position so you can externally see the amount of height to correct. Then minimize the screen and make adjustments in the cfg. Now maximize the screen again, hit 'Alt+A+A+Enter' and reload the aircraft again and keep it "paused". Every time you follow these steps the aircraft will reload frozen in pause and show the changes in height. Do this until there's no more distance between the wheels and the surface. But if you go too far and the wheels are too "dug-in", the model will now began to "bounce" up to the contact points values.

When you do this correctly, then you can fine tune the contact points as Shessi suggests if the tires have the look of being almost "deflated" as the model sits on the surface.
BTW, a bit off-topic, but for those new to dp editing, the procedure i showed above for managing the screen view and making positional changes in the cfg is the same method i use for making positional changes in the dp. In dp work, this method only works for adjusting locations of weapons and gunflashes. For changing weapon types and effects like exhaust flames, you'll need to exit the sim completely and reload before using the new mods.

Blue Devil sez...
static_pitch = 2.6
static_cg_height = 4.21
Don,t neglect "static_pitch" either, ...
This sets the initial ground angle.
When loaded, ...The A/C should settle from round tires touching the ground, ...down to squished tires (1/3 to 1/2 sidewall height) w/o any pitching.
 
Adding GSL Scenery

This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions

gedm

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Hi All,
After many years of trying I finally managed to work out how to activate the defualt CFS2 GSL editor..
Before starting backup your original cfs2.gsl file and put it in a safe place.
To Activate:
Open mission builder hold ctrl+alt+shift+g
then just place objects as normal.
To save it hold ctrl+alt+s
Lindsay..
Global Scenery Layer Editor Keyboard Commands
Activate GSL edit mode = Ctrl + Alt + Shift + G
Save GSL = Ctrl + Alt + S
Save layout file. = Ctrl + E
Load a layout file = Ctrl + L
Notes:
1: By default once you save the GSL it’s automatically added to the default CFS2.gsl file.
2: Once added to the gsl the scenery can only be removed by removing the .gob file.
You can save a master copy of your work in .mis or .lay format.
The benefits of the editor are in that it allows the user to customize CFS2 to suite themselves. There is info in the CFS2 help file on how to change GSL layers.. Users can have multiple gsl layers (for example one modern era one set in WWII)..
Cheers
Lindsay
 
Adjusting pilot view point

This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions

gedm


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Bearcat sez 6.6.08
G, load another CFS2 B29 and note the VC viewpoint. If it looks good, open its aircraft.cfg and look at the viewpoint parameters:
[Views]
eyepoint=-4.4, 0.04, 2.835
eyepoint= long, lat, vert
....adjust accordingly
As for the gauges, the best approach to determining CFS2 compatible replacements is to load the original model in FS9 and take a screenie of the panel...now you have a reference as you hunt through your collection of CFS2 gauges.
 
AI flight tuning

This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions

gedm

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CFS2 Flight Tuning
For Improved AI Performance

By Tango_Romeo
Software required to carryout this activity: AIRed or Aircraft Airfile Manager and
NotePad.
So you have this fantastic airplane that flies beautifully as a player aircraft, but as
a wingman or AI exhibits extremely poor performance? Of course, all of us do
and the problem can be corrected.
Since I have recently ‘repaired’ some of these problem aircraft, a number of folks
have asked me how to do it. Therefore, I have elected to produce this short
tutorial on the process.
What follows is not an in-depth technical treatise on AIR and CFG files. I’m
simply going to tell you how to give your favorite player aircraft dazzling
wingman/AI performance using a simple method that will work 99% of the time.
To begin, the simplest way to determine whether or not your prize airplane is also
going to perform in AI mode is not to put it in QC or a dogfight mission. What you
want to do is hang some bombs and rockets on her, and put her in a simple
mission as a wingman or AI flight with a ground attack assignment. If your
aircraft, will deliver weapons on an assigned target (bombs, rockets and strafing),
chances are she will perform well in a dogfight too. A caution here: the test
target must be located on level terrain.
Test performance that indicates a problem consists of the AI flying around a
target without attacking, making an attack pass without releasing weapons or
making a pass and releasing weapons then crashing. If your plane exhibits any
of these tendencies as an AI, you have some work to do.
The most common items that require some modification to enable the AI to work
properly are called MOI settings (and 99% of the time they are the culprits).
That’s Moment of Inertia. There are MOI settings for Pitch, Roll and Yaw, with
Pitch being the most critical. These settings are normally found in the AIR file
(Section 1001), but may be found only in the CFG (aircraft.cfg) file, or they can
be present in both of these files. The explanation of this variation will come
shortly.
What is MOI? The simplest explanation is that it is the amount of force required
to move the aircraft in that particular axis.
And the problem is that the MOI settings that are realistic and work quite well for
the player aircraft are usually twice (or more) as high as the maximum the AI can
1


effectively handle. This difficulty in overcoming the MOI numbers causes the sim
to refuse to dive an aircraft because the sim knows it will not be able to pullout of
the dive. If the numbers are close to what the sim can handle, it may dive the
aircraft and find it has to pullout before reaching the release point for the
weapons. And if the numbers are very close to what the sim can handle, the AI
will dive the aircraft, release weapons and then not quite be able to recover. This
very same difficulty in overcoming MOIs that are too high, prevents the AI from
flying effectively in a dogfight. The result is AIs that refuse to engage.
To solve this problem, we are going to need two sets of MOI numbers, one for
the player and one for the AI in the same aircraft folder.
And here is the reason we can have two sets of MOI numbers in the same folder:
-When the sim loads a player aircraft, entries in the CFG file take
precedence over those in the AIR file.
-When the sim loads an AI or wingman, settings in the AIR file take
precedence over those in the CFG file.
Now that I have probably confused you totally, I’ll show you an example of this in
the F9F2 that Fox Four started with for the Bunker Hill campaign. The aircraft
flew wonderfully as a player but would do absolutely nothing in the AI role.
The CFG file contained no MOI settings. Those were found only in Section 1001
of the AIR file, which is quite normal, and this is how they appeared, and how
they were modified:
Roll 42541……..Changed to 8146
Pitch 28357……..Changed to 13244
Yaw 45678……..Changed to 18059
Now when the AIs are loaded by the sim with the AIR file taking precedence, the
MOI numbers are low enough for the sim to handle.
Next, the original MOI settings, the ones that work well for the player aircraft
were inserted into the CFG file like this:
[WEIGHT_AND_BALANCE]
empty_weight = 10069
empty_weight_pitch_MOI = 42541
empty_weight_roll_MOI = 28357
empty_weight_yaw_MOI = 45678
Now when the player aircraft is loaded with the CFG file taking precedence, the
original MOI settings are available.
2


With these modifications in place, the F9F2 became an effective ground attack
aircraft in wingman and AI modes, delivering bombs and rockets, as well as
strafing runs. It also became a very effective dogfighter. And this same formula
was applied to all Fox Four aircraft with the same excellent results.
How much do you need to reduce the MOI numbers for the AI to handle them? I
suggest reducing them by 50% at a time until you get results.
DISCLAIMER: This has been an attempt to make a complex subject relatively
simple, but there are times (rarely) when problems exist in other areas of the AIR
file that will render this method ineffective. AIR files are complex documents and
there are numerous entries that might require attention.
And ever so often, you will actually stumble on an aircraft whose MOI numbers
for the player and AI are so close together that no adjustment is required at all.
This is also a rare occurrence.
Most of the research and development done in gaining the information above
was the work of Mike Eustace (IndioBlack) at Fox Four. Any errors contained
here are solely mine, as is the blame for any lack of clarity.
I hope this helps some of you along the way to a smoother CFS2 experience.
Tom Sanford
Tango_Romeo

This document is freeware and may be uploaded and distributed as such, but
may not be used for monetary gain, or posted on any payware site. Any
alterations must have the approval of the author.
@Tom Sanford, Sanford Associates, 2008
 
Aircraft Categories by number

This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions

gedm

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Family=
1 - Fighter (default)
2 - Bomber
3 - Ground vehicle
4 - Static object
5 - Ship or boat
7 - carrier
Category=
1 - aircraft fighter
2 - aircraft level bomber (B-24, He-111) including float planes
3 - aircraft dive bomber (Stuka, Dauntless, Val)
4 - aircraft torpedo bomber (Avenger, TBF)
5 - aircraft tactical bomber (A-20, Ju-88)
6 - aircraft strike (Fw-190F2, A-4; 2-engine nightfighters?)
7 - aircraft civil
8 - aircraft recon (Storch)
9 - aircraft transport (C-47)
10 - aircraft fighter-bomber (any fighter equipped with bombs) or Dive Bomb

I have all my multi engine bombers set to family 2 but the mission builder automatically sets them to 1 in missions.After I do a mission You have to go into the mission file and change the bombers back to 2 so they stay in formation.If you don't edit they will fly all over the place when you attack.

Talon


Category codes for non-aircraft objects:
13 - ship aircraft carrier
14 - ship cruiser
15 - ship destroyer
16 - ship submarine
17 - ship battleship
18 - ship patrol
19 - ship auxiliary
21 - tracked vehicle
22 - wheeled vehicle
23 - train car
24 - amphibious vehicle
29 - artillery static
30 - mechanical equipment
31 - structure static
32 - factory
33 - non-target object
34 – runway
Mission Directives
0 = Used for Ships and Ground Units
1 = Nothing
2 = Intercept
4 = ?
8 = Fighter Sweep
16 = Escort
32 = CAP
64 = ?
128 = Strike
256 = CAS
512 = Search and Destroy
1024 = ?
2048 = Anti-Ship
[MISC_DATA]
min_speed= kph
cruise_speed= kph
max_speed= kph
min_alt= meters
cruise_alt= meters
max_alt= meters

Waypoint orders
0 = Nothing ?
1 = Turn
2 = Takeoff (used with unit id of ship to takeoff from)
4 = Land At Base (used with unit id of ship to land on)
8 = Start Loop
16 = ?
32 = Escort Attach (used with unit id of aircraft to be escorted)
64 = Detach Flight (used with unit id of escort)
128 = Ditch
256 = Attack With Bombs (used with unit id of object to be attacked)
512 = Attack With Rockets (used with unit id of object to be attacked)
1024 = ?
2048 = ?
4096 = Land Anywhere
8192 = Bail Out
16384 = Attack With Torpedos (used with unit id of object to be attacked)
32768 = Attack With Guns (used with unit id of object to be attacked)
65536 = ?
131072 = ?
262144 = Intercept All
524288 = Intercept Bombers
1048576 = Escort Detach (used with unit id of aircraft being escorted)
2097152 = ?
4194304 = ?
8388608 = Loiter
16777216 = Attack With All Weapons (used with unit id of object to be attacked)
67108864 = Do Not Evade

A [weather] section is :
[weather]
visibility.0=9828.03,0.00,802.20
visibility.1=1000.03,802.21,1821.20
vis_layers_num=2
cloud.0=9,300.44,450.40,0.00,6,0,0,1,91.14,4,0
cloud.1=9,502.40,750.60,0.00,7,0,0,1,91.14,4,0
cloud.2=8,802.40,1821.60,0.00,8,0,0,0,0.00,4,0
cloud_layers_num=3
temp_layers_num=0
wind_layers_num=0
wind_surface=3000.60,5.00,5.00,250.00,0.00,0,0
1 The visibility
Visibility.n=visi (m), alt min (m), alt max (m)
You can have several layers

2 Clouds
cloud.0=9,300.44,450.40,0.00,6,0,0,1,91.14,4,0
cloud.n=cloud type, alt min (m), alt max (m), ?, dens (1-8), ?, ?, prec , ?, ?, ?
Cloud type :
1 : Cirrus
8 : stratus
9 : cumulus
10 : cumulo nimbus Thunderstorm
Prec
0 : no rain or snow
1 : rain
2 : snow

3 Temperature
4 Wind
Wind_surface.n=alt max (m), speed(knts), bursts(knts), direction (°), ?, turbulence, shear
Turbulence :
0 : none
1 : occasionnal
2 : light
3 : moderated
5 : strong
Cisaillement :
0 : progressive
1 : moderated
2 : sharp
3 : strong
You can have several wind layers :
wind_layers_num=1
wind_surface=609.60,15.00,20.00,101.00,0.00,4,1
...... from 0 to 609m
wind.0=19.20,100.00,0.00,0.00,0.00,1,0
..... from (0 or 609m ?) to 19m
 
Aircraft attitude adjustment

This is the text copy of a thread or threads from an earlier date. You may be able to figure out who posted it and sometime not. I'm only reposting it as a reference point someone may find useful during a past form/post search for an answer to questions

gedm

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Oglivie said...
Another way that may work is to increase the cruise_lift_scalar in the [Flight_tuning] section of the aircraft.cfg file. If you do not have this section it can be copied and placed in the cfg file. Increase it by .1 or so until level attitude is attained.
[flight_tuning]
(cruise_lift_scalar=1.0)
parasite_drag_scalar=1.0
induced_drag_scalar=1.0
elevator_effectiveness=1.0
aileron_effectiveness=1.0
rudder_effectiveness=1.0
pitch_stability=1.0
roll_stability=1.0
yaw_stability=1.0
elevator_trim_effectiveness=1.0
aileron_trim_effectiveness=1.0
rudder_trim_effectiveness=1.0
 
I will add this to this thread:

Sea Planes and Float Planes, for some reason, will not start on the water unless they are set as category 2. Regardless of what the float/sea plane was designed to do, assign it as category 2 and do not touch anything will the plane is spawning in the sim. I have found that if you touch anything, even pulling the throttle back, while a float/sea plane is spawning it will usually result in the plane spawning at 2000 feet. Wait until the plane is fully spawned and you can observe it rocking with the waves before changing views, adjusting the throttle or even sneezing too loudly.

OBIO
 
Blck square over panel

I'm guessing the Admin's want me to continue on this thread so please refer to the disclaimer on the earlier posts.

But just in case...These pearls of wisdom are not mine but older posts to some of the more common trouble shooting questions that had appeared on our recently lost "past tread" archives. If anyone else would like to add on as well please feel free.


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Quote:
Originally Posted by LAX5x5
Hello all. I just downloaded Akemi Mizoguchi's Spitfire V and I have a problem. There is a very large gray block that takes up almost the entire forward view in vc. It wouldn't be so bad if it were just visible in vc, but it is also partially obstructing my sight in forward right and left views in 2d. What is this and how can I get rid of it? Is there a fix/update for this model?
Unfortunately I can't post a screenshot of it because this is my first post and I guess I need at least five posts to enter a URL.
Thank you for your time.
-Ely

Here's the fix:
HINT (for a 2D cockpit)
for those using Chuck'Led'Selby (aka) 39th Led version of ARAKS panel( 2D) here at soh
http://www.sim-outhouse.com/index.ph...fo&FileID=1044
could save a bit of head scratching by replacing the first VC 01 in the PANEL CFG
with this guaranteeing gauge placement
(I ALSO USE THIS MOD WITH PAUL REBUFFAT'S PANELS CFG (my fave) for AKEMI'S 5 WITH NO PROBS )

(this is just grabbed from AKEMI-SAN'S original panel cfg)
--------------------------------------------------------------
[Vcockpit01]
size_mm=512,512
pixel_size=512,512
Background_color=0,0,0
texture=$panel
visible=0
gauge00=f4f4_wildcat!Airspeed-Indicator, 146,351,61,57
gauge01=f4f4_wildcat!Altimeter, 148,414,56
gauge02=f4f4_wildcat!Attitude-Indicator, 222,353,58,56
gauge03=f4f4_wildcat!Climb-Indicator, 286,353,57,56
gauge04=f4f4_wildcat!Clock, 87,352,45,46
gauge05=f4f4_wildcat!Cylinder-Temperature, 402,370,46,43
gauge06=f4f4_wildcat!Engine-Gauge, 402,422,49,46
gauge07=f4f4_wildcat!Flaps-Lever, 160,314,45,20
gauge08=f4f4_wildcat!Fuel-Selector, 31,425,41,43
gauge09=f4f4_wildcat!Fuel-Tank-Content, 85,424,43,45
gauge10=f4f4_wildcat!Landing-Gear-Position-Indicator, 109,313,47,20
gauge11=f4f4_wildcat!Magnetic-Compass, 226,414,49,45
gauge12=f4f4_wildcat!Manifold-Pressure, 351,349,46,42
gauge13=f4f4_wildcat!Tachometer, 297,274,45,43
gauge14=f4f4_wildcat!Turn-Coordinator, 288, 413 ,57,56
gauge15=f4f4_wildcat!Starter, 360,410,24,50

Courtesy of Egypt
 
Cloning when shot down

Hi,
that plane in qustion has a badly written dp-file. Open the respective dpfile and check the effects/systems section
It should read like this
[EFFECTS.0]
; System = Nose Structure
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=30,LIBRARY,fx_gastank_s,
effect.2=60,LIBRARY,fx_oilleak_m,
effect.3=95,LIBRARY,fx_airexpl_l,
effect.4=100,BREAK,,
The last line is of interest. If it doesn' t have the twin comma at the end, it will behave as your culprit. You have to check every single sytem.
After that, save the changed dp-file and delete the CDP-file and you are done.
Cheers
Achim
FVB says:
The prob is in the DP file.
1) Go to your aircraft file and delete the CDP file (this is a computer generated copy of the DP file) and will do no harm in deleting. If you do not when you change the DP file the old CDP will be loaded.
2) Open the DP file and scroll down to the EFFECTS section. At the end of each effect is a line which usually ends in eg break,,2.
3) Go through each EFFECT and delete the number from each one. Save the file when edited.
4) You will now have an aircraft which can be shot down and crash as a 'whole' aircraft.


Mercure sez:
To stop the cloning open with wordpad the .DP file of the considered plane and remove in the EFFECTS.X the last figure in the last effect.x line, when it appears to be one at the end of the line, between two coma.
(Why can't I just copy/paste exemples???)
Then do not forget to delete the .cdp file

Jaxon sez:
The key is indeed in the *.dp file.
Your plane is probably not a stock one.
But the *.dp file is based on one of the stockers.
In there it looks like this:
[EFFECTS.25]
; System = Rudder
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,12,
Note the last line: if this part is 100% destroyed, it will break and part 12 of the model will visibly break off.
If your plane`s 3D model does not support parts breaking off, you need to delete these numbers,or a complete copy of the model is shown as the broken part:
[EFFECTS.25]
; System = Rudder
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,,

Happy flying,
Jaxon

Bearcat sez:
Try removing all the "Location = XXXXXXXX" from the effects also......these parameters are intended as additional instructions to the sim on where to position the listed effects (like geo-coordinates in scenery locations). Ideally, this should be a location in the center of the damage box, but not always.
For example, you might use these location parameters to tell the sim to locate engine damage effects (fire and smoke) at the back of the nose box instead of at the center of the box, for a more realistic look of fire extending from the cowl flap line rather than the propellors.
If these numbers are not well placed in the box correctly, you can get oddly placed damage effects and doubling still, in spite of removing break parameters.
In the absence of these location parameters, the sim will default the effects to the center of the damage boxes automatically without a fuss.
Or
I just took a second look at this dp....its improperly formatted. At least 18 parts have incomplete LIBRARY parameters. They must be completed.
For example:
[EFFECTS.33]
; System = Starboard Elevator
effect.0=95,LIBRARY,,
effect.1=100,BREAK,,

Should be like this:
[EFFECTS.33]
; System = Starboard Elevator
effect.0=95,LIBRARY,fx_smkpuff_m,
effect.1=100,BREAK,,
Open another dp like the stock P39 and look at the formatting for a complete setup. All "LIBRARY,," must be completed with an FX filename between the ending commas.
 
Disable intro movie

Yo wsmwsm;
There are 2 ways to do this:
1) open the CFS2.cfg; look at the top:
[LANGUAGE]
DLL=english.fll
[MAIN]
ShowLogo=1
ShowMovie=1
change to:
[LANGUAGE]
DLL=english.fll
[MAIN]
ShowLogo=0
ShowMovie=0
2) or simply delete the movie from the main CFS2 folder - saves 20MB
Your choice.
 
DP notes on gun stations

[GUNSTATIONS]
gunstation.0= 0, 2, 1, 0.01, 870, 4, 0.01, 1000, 2, 40, 1d1*16, 0.55, 0.25, 2.2, 0.128056, 0, 0.1, 0, 0, 0, 0, 0.5

[GUNSTATIONS]
gunstation.{A}0={B}0,{C}2,{D}1,{E}0.01,{F}870,{G}4,{H}0.01,{I}1000,{J}2,{K}40,{L}1d1*16,{M}0.55,{N}0.25,{O}2.2,{P}0.128056,{Q}0,{R}0.1,{S}0,{T}0,{U}0,{V}0,{W}0.5

A. Gunstation number: (sequential) this will be the number to associate individual guns with (note that there is no particular weapon related to any particular gunstation number. Add as many as you want).

B. Trigger type: 0=Mach Gun 1=Cannon 2=Rocket 3=Bomb

C. System association (see last number for each entry in [SYSTEMS]

D. Gun type: 1=Mach gun 2=Canon 4=Rocket 8=Bomb

E. Rate of fire (divide rounds/second into 1) Example: 50 rounds/sec = 1/50 = .02

F. Muzzle velocity: meters/sec (zero for Rockets & Bombs)

G. Round life (seconds round is tracked by simulation)

H. Muzzle flash: MS says flashes/sec. I disagree; I think this is actually 1/(flashes/sec). Typical values are .01 to .05

I. Range that AI aircraft begin firing (Meters)

J. Sound: 0= .303/7.62mm 2= .50 3= 13mm 4= 20mm 5= 30mm (set Bomb/Rocket to zero)

K. Tracer %

L. Damage dice: Typical values: 1d1*10 for .303, 1d1*14 for .50, 1d1*24 for 20mm, Rocket 1d1*300-3000, Bomb 1d1*600-6000 (this is the projectile's destructive power)

M. Gunstation X offset (Meters)

N. Gunstation Y offset (Meters)

O. Gunstation Z offset (Meters)

P. Pitch: angle of gunstation up/down (degrees) I suggest using similar angle values from other .dps in CFS. But if you must try calculating… The acceleration affects of gravity on objects is independent of their weight. If you disregard the aerodynamic properties of the projectile and assume it falls at the same rate as any dropped object, then you can use -4.877t2 (t is the travel time of the projectile to its target) to determine how far the bullet drops in horizontal flight. I would guess the average speed of the projectile is somewhere between its muzzle velocity and half that. I'm not going to add the plane's airspeed since the target is probably going just as fast. So let's take a target 1000 meters out, muzzle velocity of 870m/sec: t = 1000 / [(870 + 435) / 2] = 1.53 sec. This results in a drop of -4.877(1.532) = -11.42m. Now calculate an angle using tan ? = X/Z where X = X drop and Z = distance to target. Keep in mind this is a very simplified approach and not the proper way to do ballistic calculations, however I doubt the MS simulation is much more complicated or accurate. Also, all this does you little good in the heat of battle when you're pulling hard on the stick in a 20 degree climb with 30 degrees of roll. That's what the tracers are for.

Q. Bank: angle of gunstation left/right (degrees) Again, I suggest using similar weapon/angle values from other .dps in CFS. If you really must calculate, remember: tan ? = X/Z where X = X offset and Z = distance to target.

R. Heading: heading of gunstation (degrees)(Example: A rear facing AI gunstation may have a heading of 180)

S. Constraint Angle left (max rotation angle for AI guns)

T. Constraint Angle right (max rotation angle for AI guns)

U. Constraint Angle up (max rotation angle for AI guns)

V. Constraint Angle down (max rotation angle for AI guns)

W. Round weight (oz)
 
Gun site alignment

Open the panel folder the panel.cfg with notepad. Find at the very top of the file [VIEWS]. If you don't have [VIEWS] insert the following lines.
[VIEWS]
VIEW_FORWARD_WINDOWS=%window_title_00%
VIEW_FORWARD_DIR=2.6,0.0,0.0
The 2.6 is the figure you want to play with. Increase it (2.7 or 2.8 ....) will raise your stream of bullets. Lower it and the stream goes down.
If you have allready [VIEWS] insert the two lines on top of the views. Write carefully, because the addition is case sensitive.
 
Gun Station adjustments

Yep, the DP file is where you adjust guns.
Take a lookie here.

gunstation.0=0,24,1,0.08,839,2,0.01,500,2,40,1d1*1 4,3.5,-.15,.3,0,0,0,0,0,0,0,5.7
The guns are placed using a 3 Axis system...X, Y and Z
The X number (in red in the gun line shown) places guns laterally...that is left to right.
The Y number (Blue) places guns vertically...up and down.
The Z number (green) places guns longitudinally...front to back.
Here's how I got a handle on gun placement (and payload placement as well..as it uses the same X, Y, Z system.
Lay on your belly with your arms stretch out like wings. You are now a plane.
The X number will place guns and bombs across your arms. Positive numbers will move them to the right, with larger numbers moving them out farther toward your hand (wing tip). Negative numbers will move guns and bombs outward to the left, again with larger numbers moving them farther out on the wing.
The Y number will move guns and bombs from the center of your body, either up toward you back or down toward you chest/belly. Positive numbers will raise the guns/bombs while negative numbers will lower the guns/bombs.
The Z number will move guns/bombs front to back (nose to tail). Positive numbers will move guns/bombs toward the front of the plane (your nose) while negative numbers will move them toward the rear of the plane (your feet).
The unit of measurement used in the DP to place guns and bombs is metric...keep that in mind. Adjusting a number from 1 (for example) to 2 will move the gun or bomb a meter (39 inches)...so you will need to get very comfortable with decimals. 1 = 1 meter (39 inches), .1 = 1/10th of a meter or about 4 inches. .001 = 1/100th of a meter or about 1/2 inch. I hate the metric system (even though it is far more precise than what ever the system is America is called) so I convert it in my head to American. I meter = 1 Yard (close enough).
Clear as Mud?
Good, because I can't explain it any more as my wife is home from work and wants the computer so she can look up houses and animals....one we can't afford the other we have too many off (fish mostly...mean aggressive fish who refuse to get along with each other...they are about be either traded in on Guppies or dipped in bread crumbs and fried).
OBIO

More on the subject:


Conservative recommendation....
[GUNSTATIONS]
; Left Guns
gunstation.0=0,24,1,(0.06,930),2,0.05,(1000),2,10,(1d1* 24),-2.293,-0.570,0.000,-0.36275,0,0.47892,0,0,0,0,5.18
; Left Guns
gunstation.1=0,24,1,(0.06,930),2,0.05,(1000),2,10,(1d1* 24),-2.293,-0.570,0.000,-0.36275,0,0.47892,0,0,0,0,5.18
; Right Guns
gunstation.2=0,31,1,(0.06,930),2,0.05,(1000),2,10,(1d1* 24),2.293,-0.570,0.000,-0.36275,0,-0.47892,0,0,0,0,5.18
; Right Guns
gunstation.3=0,31,1,(0.06,930),2,0.05,(1000),2,10,(1d1* 24),2.293,-0.570,0.000,-0.36275,0,-0.47892,0,0,0,0,5.18
////////////////////////////////////////////////////////////////////////////////////
Keep in mind that its your private sim-play and you can do as you please with adjustments...the following is just a guide:
[GUNSTATIONS]
gunstation.0= 0, 2, 1, 0.01, 870, 4, 0.01, 1000, 2, 40, 1d1*16, 0.55, 0.25, 2.2, 0.128056, 0, 0.1, 0, 0, 0, 0, 0.5
[GUNSTATIONS]
gunstation.{A}0={B}0,{C}2,{D}1,{E}0.01,{F}870,{G}4,{H}0.01,{I}1000,{J}2,{K}40,{L}1d1*16,{M}0.55,{N}0.25,{O}2.2,{P}0.128056,{Q}0,{R}0.1,{S}0,{T}0,{U}0,{V}0,{W}0.5
A. Gunstation number: (sequential) this will be the number to associate individual guns with (note that there is no particular weapon related to any particular gunstation number. Add as many as you want).
B. Trigger type: 0=Mach Gun 1=Cannon 2=Rocket 3=Bomb
C. System association (see last number for each entry in [SYSTEMS]
D. Gun type: 1=Mach gun 2=Canon 4=Rocket 8=Bomb
E. Rate of fire (divide rounds/second into 1) Example: 50 rounds/sec = 1/50 = .02
F. Muzzle velocity: meters/sec (zero for Rockets & Bombs)
G. Round life (seconds round is tracked by simulation)
H. Muzzle flash: MS says flashes/sec. I disagree; I think this is actually 1/(flashes/sec). Typical values are .01 to .05
I. Range that AI aircraft begin firing (Meters)
J. Sound: 0= .303/7.62mm 2= .50 3= 13mm 4= 20mm 5= 30mm (set Bomb/Rocket to zero)
K. Tracer %
L. Damage dice: Typical values: 1d1*10 for .303, 1d1*14 for .50, 1d1*24 for 20mm, Rocket 1d1*300-3000, Bomb 1d1*600-6000 (this is the projectile's destructive power)
M. Gunstation X offset (Meters)
N. Gunstation Y offset (Meters)
O. Gunstation Z offset (Meters)
P. Pitch: angle of gunstation up/down (degrees) I suggest using similar angle values from other .dps in CFS. But if you must try calculating… The acceleration affects of gravity on objects is independent of their weight. If you disregard the aerodynamic properties of the projectile and assume it falls at the same rate as any dropped object, then you can use -4.877t2 (t is the travel time of the projectile to its target) to determine how far the bullet drops in horizontal flight. I would guess the average speed of the projectile is somewhere between its muzzle velocity and half that. I'm not going to add the plane's airspeed since the target is probably going just as fast. So let's take a target 1000 meters out, muzzle velocity of 870m/sec: t = 1000 / [(870 + 435) / 2] = 1.53 sec. This results in a drop of -4.877(1.532) = -11.42m. Now calculate an angle using tan ? = X/Z where X = X drop and Z = distance to target. Keep in mind this is a very simplified approach and not the proper way to do ballistic calculations, however I doubt the MS simulation is much more complicated or accurate. Also, all this does you little good in the heat of battle when you're pulling hard on the stick in a 20 degree climb with 30 degrees of roll. That's what the tracers are for.
Q. Bank: angle of gunstation left/right (degrees) Again, I suggest using similar weapon/angle values from other .dps in CFS. If you really must calculate, remember: tan ? = X/Z where X = X offset and Z = distance to target.
R. Heading: heading of gunstation (degrees)(Example: A rear facing AI gunstation may have a heading of 180)
S. Constraint Angle left (max rotation angle for AI guns)
T. Constraint Angle right (max rotation angle for AI guns)
U. Constraint Angle up (max rotation angle for AI guns)
V. Constraint Angle down (max rotation angle for AI guns)
W. Round weight (oz)

; Port Guns
gunstation.0=0,24,1,0.09,930,2,0.05,500,2,70,(1d1*1 9),-2.144,-0.585,1.04,-0.181264,0,0.245192,0,0,0,0,1.6
Too much tracer (70) ...the gunfire of your AI wingies will drag down your frames at this high value. Damage dice should be 1d1*19 instead of 1d1*1 9. This 1 9 value has a space between the digits that will cause the value to be read by the sim as 1, resulting in very little damage to your target.
__________________


 
This is great stuff Gedm, I'd forgotten much of this so its all going into a word document for future reference, Keep it coming :applause:
 
Gdem
Why not turn this complete list you have posted on this thread into a
pdf or what ever, and upload it as one large file to utilites or other. Just in
case of an other server problem,then it can be a easy reloaded. ckissling
 
Well..

That sounds like the intelligent thing to do, and I got to say.. I usually as a life style choice do just the opposite.:d

But seriously, it is in the realm of possibility and would take some editing to make it a little more cohesive and understandable. As is, it's just a bunch of solutions I've saved as note pad documents with some duplications and at times sort of fragmented.

Also it might or might not be be an issue getting everyone who actually provided the wisdom, permission for me to upload.

Do you guy's think that would be an issue?

As it stands right now I just have a few more to post and that will be it for my collection. It's just to late tonight so I'll post the rest hopefully tomorrow night.
:ernae:
 
I personally dont think that would be an issue as the items were freely posted by the originator with the intention of informing other CFS2 flyers. There couldn't be copyright issues with a public post surely?
 
And it might save that information of those who have moved on to
other things or greener pastures. ckissling
 
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