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CFS2 Perma-stickied help / problem / tweaking thread

Reply...

Good morning,

Thank you for all of the advice. It actually occurred to me this morning that since I am using two different types of Schnellboots, I will look at the .dp of the older Groundcrew model and use that as a guide (with Pen32Win's revision) to essentially tone down the other .dp file.
 
Thank you all

I really need a refresher on the dp... Your replies above really help a 70+ pilot/designer refresh his "ata base." By the way, someone (I forget who the author was and lost the URL) once published a detailed breakdown of the dp. I long ago mislaid my copy, does anyone have it?
 
I really need a refresher on the dp... Your replies above really help a 70+ pilot/designer refresh his "ata base." By the way, someone (I forget who the author was and lost the URL) once published a detailed breakdown of the dp. I long ago mislaid my copy, does anyone have it?


It's a shame bot the link is dead,I tried it last night.

TheBookie
 
I really need a refresher on the dp... Your replies above really help a 70+ pilot/designer refresh his "ata base." By the way, someone (I forget who the author was and lost the URL) once published a detailed breakdown of the dp. I long ago mislaid my copy, does anyone have it?

Hi Shadow Wolf,
Do you mean Caleb Flerk/ Bill Carraway? His e-book collection has been posted to the SOH library under the "Other" category.
 
Reply...

Good evening,

The top one is from the revised .dp file by Pen32Win for the Groundcrew German Schnellboot.

[GUNSTATIONS]
; 7.62 Mg
gunstation.0=0,45,1,0.05,1230,2,0.01,600,1,40,1d1*8,0.64,1.984,0.64,0,0,0,-180,180,75,0,0.35
; 20mm Gun
gunstation.1=0,46,1,0.08,762,2,0.04,800,4,50,1d1*34,-0.64,1.984,0.64,0,0,0,-180,180,75,0,3.53
; Torpedo
gunstation.2=5,62,32,0,0,0,0,0,0,0,1d1*8,0,0,0,0,0,0,0,0,0,0,0

[guns.0]
gun.0=1800,-0.69,1.2,10.06,0,0,1,1800

[guns.1]
gun.0=1800,0.66,2.9,-13.17,0,0,1,1800

[guns.2]
gun.0=4,0,0,0,0,0,0,4

And this is from the Mas KMS Schnellboot S-100 series.

[GUNSTATIONS]
; 20mm Gun0
gunstation.0=0,-3,1,0.15,839,2,0.01,500,4,40,1d1*20,0,2.361,13.285,0,0,0,-120,120,80,-5,1.6
; 20mm Gun1
gunstation.1=0,-4,1,0.15,839,2,0.01,500,4,40,1d1*20,0,1.968,-2.72,0,0,180,-160,160,80,-10,1.6
; 40mm Gun2
gunstation.2=4,-8,2,0.5,935,3,0.05,1500,6,50,1d1*40,0,1.82,-9.965,0,0,180,-150,150,75,-10,2.5

[guns.0]
gun.0=5000,0,0.409,2.44,0,0,1,5000

[guns.1]
gun.0=5000,0.136,0.482,-1.636,0,0,1,5000
gun.1=0,-0.136,0.482,-1.636,0,0,0,0

[guns.2]
gun.0=3000,0,0.531,-2.067,0,0,1,3000

What numbers do I adjust again? Could someone please highlight the relevant numbers in a different color, such as red? :dizzy:
 
Hi Rami
Do you have DPed?
This program is very useful.

[GUNSTATIONS]
; 7.62 Mg
gunstation.0=0,45,1,0.05,1230,2,0.01,600,1,40,1d1* 8,0.64,1.984,0.64,0,0,0,-180,180,75,0,0.35
; 20mm Gun
gunstation.1=0,46,1,0.08,762,2,0.04,800,4,50,1d1*3 4,-0.64,1.984,0.64,0,0,0,-180,180,75,0,3.53
; Torpedo
gunstation.2=5,62,32,0,0,0,0,0,0,0,1d1*8,0,0,0,0,0 ,0,0,0,0,0,0

[guns.0]
gun.0=1800,-0.69,1.2,10.06,0,0,1,1800

[guns.1]
gun.0=1800,0.66,2.9,-13.17,0,0,1,1800

[guns.2]
gun.0=4,0,0,0,0,0,0,4

And this is from the Mas KMS Schnellboot S-100 series.

[GUNSTATIONS]
; 20mm Gun0
gunstation.0=0,-3,1,0.15,839,2,0.01,500,4,40,1d1*20,0,2.361,13.285 ,0,0,0,-120,120,80,-5,1.6
; 20mm Gun1
gunstation.1=0,-4,1,0.15,839,2,0.01,500,4,40,1d1*20,0,1.968,-2.72,0,0,180,-160,160,80,-10,1.6
; 40mm Gun2
gunstation.2=4,-8,2,0.5,935,3,0.05,1500,6,50,1d1*40,0,1.82,-9.965,0,0,180,-150,150,75,-10,2.5


From my understanding

Red is damage dice, the lower the last number the less damage done. I use numbers like MAS 20 for 20mm, 8 for 7.9mm etc
Green is range in Metres, gun will not fire until AC is within range.
Blue is rounds per minute. It is an odd calculation/
As Ravenna says, it calculated at 1 divided by rpm/60
ie
If rpm is 60, 1 per second then 1 divide by 60/60 (1) = 1
If rpm is 6, 1 per second then 1 divide by 6/60 (1) = 10
If rpm is 30, 1 per second then 1 divide by 30/60 (1) = 2

Hope this helps

Cheers
Stuart

 
Blue is rounds per minute. It is an odd calculation/
As Ravenna says, it calculated at 1 divided by rpm/60
ie
If rpm is 60, 1 per second then 1 divide by 60/60 (1) = 1
If rpm is 6, 1 per second then 1 divide by 6/60 (1) = 10
If rpm is 30, 1 per second then 1 divide by 30/60 (1) = 2
In a more simple way, this is the time interval (in second) between two rounds, so all you need to do is divide 1 by the rounds per second rate.
 
...and to get your rounds per second you still need to divide RPM by 60. Most tables give RPM so the calculation Stuart mentioned is unavoidable. Thank goodness for calculators!:encouragement:
 
...and to get your rounds per second you still need to divide RPM by 60. Most tables give RPM so the calculation Stuart mentioned is unavoidable. Thank goodness for calculators!:encouragement:

Of course this is the same. I find it more understandable to divide by 60 first to get rounds per second, and then invert the result to get the time interval. Depends of if your mind is more mathematical than concrete. :bee:
 
MaskRider, I have a question for you...

Chris,

Years back, you produced a fix for Wolfi's small factory that would cause CTD errors when hit. I think his Factory_bldg_01 and _Factory_bldg_02 may have the same issue, although I'm not sure which one it is at the moment.

How did you go about correcting this? This is something I'd like to corral before releasing BoF, as it is currently affecting several missions. :dizzy:
 
Hiya Rami,

Yes, I recall the episode. But you'll need to give me some time to dig into what the solution was.

I think it very unlikely that it was anything I myself came up with. Seems to me it was someone else who provided the fix.

Cheers,

Chris
 
Reply...

MaskRider,

I was able to confirm that it is both factory buildings.
 
Hiya Rami,

LOL! I have no idea how that got fixed.

Somebody, not I, made some sort of change, I believe (but won't swear), to the wf_smal_factory_1.dp file and that fixed it.

But search as I may through the forums, through my back-ups and old emails backups and PMs I can find nothing that describes the process by which the issue got fixed.

I remember that it was something that I discovered and posted about in the cfs2 forum.

As I said, some one, not I, came up with the fix.

On any number of random occasions in the past I have stumbled across the annotated images I attached to my posts about the issue. Now, naturally, when I am actually trying to find them- I can't.

I will keep digging but I think the best chance is that someone with the requisite skill-set will stumble across this thread and supply the fix.

I am sure something will shake loose.

Cheers,
Chris
 
Excuse me for butting in here guys. I just put together a little test mission with 3 of each of these factories and attacked them with bombs, rockets and cannon and in all cases I could destroy them without any issues. Observing the damage concurring, it's apparent that the effects in these two .dp's are very complex compared to other building damage effects and they go on for a long while, again comparatively.

So in an fairly isolated scenario where there is little else going on during the damage occurring, they don't cause CTDs.

That leads me to speculate that when these damage effects are called in a scenario loaded with other effects occurring, lots of objects to render, etc., the call for the damage effects in these two buildings are simply overloading the computer RAM - or perhaps the CFS2 game engine - and a CTD is the result.

Rami, you don't say how dense the scenario setup is like that these CTDs are occurring in is, but try this as an experiment. Copy the .dp's from the stock factory buildings and rename them as the Wolfi factory building .dp's and temporarily replace Wolfi's with the renamed .dps. Then run your test missions again and see if CTDs still occur.
 
Excuse me for butting in here guys. I just put together a little test mission with 3 of each of these factories and attacked them with bombs, rockets and cannon and in all cases I could destroy them without any issues. Observing the damage concurring, it's apparent that the effects in these two .dp's are very complex compared to other building damage effects and they go on for a long while, again comparatively.

So in an fairly isolated scenario where there is little else going on during the damage occurring, they don't cause CTDs.

That leads me to speculate that when these damage effects are called in a scenario loaded with other effects occurring, lots of objects to render, etc., the call for the damage effects in these two buildings are simply overloading the computer RAM - or perhaps the CFS2 game engine - and a CTD is the result.

Rami, you don't say how dense the scenario setup is like that these CTDs are occurring in is, but try this as an experiment. Copy the .dp's from the stock factory buildings and rename them as the Wolfi factory building .dp's and temporarily replace Wolfi's with the renamed .dps. Then run your test missions again and see if CTDs still occur.

Not butting in at all. Happy for the help.

WRT to the scenery density overloading the game, yes, this is a definite possibility. However, in the two case where I was experiencing the problem: one in a location up in the hills outside the DEI Moemi and DEI Ransiki and the other at a location on Saipan, anytime wf_smal_factory_1 was shot and blew up it cause the game to crash or freeze or whatever it did. However, after the fix was applied, whatever it was, everything was Kosher- with the factory never being moved away from any of the objects among which it was located.

So, its kind of puzzler.
MR
 
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