CFS2 Perma-stickied help / problem / tweaking thread

Although I haven't been able to fly CFS2 for years I still visit this forum daily and download just about every CFS2 file I find interesting. In looking through my downloads I found this file, which I had renamed. In light of that rename, this might be what you're looking for Rami.
 

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Chris and Kurt,

It would seem my CTD with Wolfi's library objects may have been the result of corrupted files on my end. I deleted the filelist.dat and .cdp files, and reinstalled the objects.

The problem has not recurred. :encouragement:
 
Aaahhh Andrew, that is good. Glad you got it fixed. And now...

"A sandwich and a cup of coffee, and then off to CFS2-land, where all is sweetness and delicacy and harmony, and there are no crashing-to-desk-top clients to vex us with their conundrums!”

Cheers,
Chris
 
Random Chance Question for Rami

Rami,

I know you use a lot of random chance elements in your missions and was hoping you could give me some insight into percentage numbers. Please bear with me, this gets complicated.

I wrote a mission in which you fly Hurricanes and meet up with Spits that are triggered to spawn when you reach waypoint 2 and named that event "spawn spits on time". I gave that an 80% chance element. Then I wrote an event called "spawn spits late" in which the Spits spawn 30 seconds late by adding a 30 second delay before they spawn and choosing the "spawn on time" event as "not". Since the "spawn spits on time" event is set for 80% true, I assumed it meant that the "spawn spits late" event would automatically happen 20% of the time. However, no matter how many times I fly the mission the Spits always spawn late.

So the Triggers look like this:

Name: Player A/C reaches waypoint 2, Trigger Parameter: player A/C, waypoint reached = +2
Name: 80% Chance, Trigger Parameter: percentage random number = 80

and the events look like this:

Name: spawn spits on time
trigger(s): Player A/C reaches waypoint 2
80% Chance

action(s): spawn unit ......

Name: spawn spits late
trigger(s): Player A/C reaches waypoint 2
spawn spits on time (event) checked"not"

action(s): delay = 30 seconds
spawn unit ......

All of this looks correct except that it wasn't until after I changed the "spawn spits on time" event to 90% true that the Spits spawn on time most of the time and less frequently spawn late.

So my question is this, if I want to spawn A/C on time most of the time but spawn late a small percentage of the time, is there percentage numbers that just don't work like 80% or 60% ? Should I stick to 25, 50, 75 and 100% ?
 
486_Col_Wolf: That is an excellent question as I often use varied percentage numbers like 33% and 67% as well as multiples of 20. I am eagerly awaiting an answer from the experts. :wiggle:
 
Reply...

486_Col_Wolf,

Hmmm...I usually don't spawn aircraft that way, but that's an interesting theory. For my part, I usually use random chance elements for two purposes...50/50 missions, (you either fly one scenario or the other) and aircraft spawns. But I don't use the technique you describe, they either show up or they don't, depending on the percentages.

For my percentages, I use quarters and thirds, but I am also quite fond of sevenths. 14, 28, 42, 57, 71, etc. In my experience any percentage should get the results you want, but CFS2 does indeed tend to run "hot and cold," so sometimes, even though there may be only a 20% scenario of something happening, it can happen five missions in a row during testing,

I've never figured that one out. :dizzy:
 
Reply...

486_Col_Wolf,

To answer your question more completely, I would have to try that scenario myself. To me, your analysis makes sense and it should work that way, however I can't confirm that without actually running a test scenario in Mission Builder. :encouragement:
 
Good evening,

At the request of several users, here is a thread for us old hands to give the youngings some advice, and for the newbies to ask the Ben-Gay crowd how do do things in CFS2 before the cobwebs set in. :biggrin-new:

So have at it! If there are any posts of threads that should be added, give me a heads up.
 
Thanks Rami. One could add that this is also about users of all ages helping to fill in knowledge gaps and asking for assistance.
 
Good evening,

At the request of several users, here is a thread for us old hands to give the youngings some advice, and for the newbies to ask the Ben-Gay crowd how do do things in CFS2 before the cobwebs set in. :biggrin-new:

So have at it! If there are any posts of threads that should be added, give me a heads up.

Old hands? You young whipper-snapper! :wavey: Yes we needed a sticky for our collective knowledge base. :applause:
 
Rami,

I use the "show up on time" and "show up late" scenarios to increase realism immersion of two squadrons meeting up in scramble conditions. After all, we're simulation 1940's technology as far as aircraft, enemy detection, and navigation. It's a wonder anyone ever met up on time in the right place LOL.
 
Bullet Stream

I thought I was across this but now I'm just mystified.:dizzy:

I have been using the Caleb Flerk explanation for gunstation and guns numbers. All good until I get to the guns numbers determining the origin of bullet stream. The second, third and fourth numbers after the equals sign are for the X,Y and Z parameters determining (in metres) the origin of the ammunition. It is supposed to work with the X, Y and Z number in the gunstation entry (found just after the damage dice entry).

Whatever numbers I use in the guns section I get a bullet stream originating from BOTH the gun barrel and a position behind the gunner. This only seems to be a problem for rear gunners.

What have I not understood? :banghead:
 
Ravenna Gunstation,s represent the weighted center of gravity position , for the ammo weight , x,y,z,
If the Gun,s = 0 retains all zero,s , then Gunstation,s -- x,y,z becomes the flash point too,

Gun,s may also contain --x,y,z as a number also , this is the secondary flash point monicure ,

It has no bearing on aircraft CFG , center of gravity , and is souly a flash point set up ,
shifting the gun flash point left -right -front to back --

Gun,s the secondary source ,x.y.z is adjusted plus or minus from X,Y,Z of Gunstation ,s
to correct flash point --

Ammo weight and there fore position has a direct bearing on air craft center of gravity ,
and may cause poor flight handeling trait,s ,

So you could alter -- correct Center of Gravity via Gunstation,s --- and use GUN,S to
correct just the flash point , to correct air craft poor handeling ,

I hope this helps , you out Sarg
 
Sorry Sarge, I'm a bit confused. With changes to the X,Y and Z parameters in the gunstation the gun flashes are correctly placed. Are you telling me that the placement of the gun flash in guns will create the origin for the bullet stream from that weapon?
 
Change this "0" value to "-1" on each [PAYLOAD.X].

You may do the same for the drop tank. Change the "1" to "-1", otherwise you will not be able to use it.

There's another simple way to do this: simply delete the SECOND value in pilots and crew itens.

Cheers

Pepe
 
Sorry Sarge, I'm a bit confused. With changes to the X,Y and Z parameters in the gunstation the gun flashes are correctly placed. Are you telling me that the placement of the gun flash in guns will create the origin for the bullet stream from that weapon?

Perhaps I misunderstood your question , I had assumed you were after flash point adjustment ,
bullet stream as far as I can determine is just an Fx tracer line , to a generick single Fx,

Flash point can be adjusted from both Gunstations XYZ --- and Guns --- XYZ --
 
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