CFS2 Perma-stickied help / problem / tweaking thread

Aggressive Gunner Solutions

Well, here's how I do it - you're gonna need DPEdit and AimIt.exe programs.

~ First, use AimIt to reduce the effective range of the guns - in my install, the default is around 900 feet and +1 foot of elevation. I always change this to 600 feet and +3 feet for bombers.

~ With DPEdit, open your subject plane DP file and select the [GUNS] tab; Look down at the bottom right - each weapon will have a selector checkbox that includes >>L/R Angle<<. To reduce the "talent" of a particular gun position, change that zero to a positive or negative number. You can REALLY mess up a gun turret with multiple MGs......

The bigger the number, the worse that gun will perform. Experiment a little to get the results you want; I like to make them no larger / smaller than +/- 5.

NOTE: DO NOT tweak the fixed forward-firing weaponry info, or your AI will be unable to hit the side of a hangar !!!

Try this and see what you think :wavey:
SC

:kilroy:
 
The easy way to fix it is use DPED to open the DP file.
Find the rear gun and change "trigger" from 1 CANNON to 0 GUN

I forgot who told me this fix, but it works great.

Regards,
B24Guy


P.S. Do not forget to delete the CDP file.
 
I got a hot little Polish campaign over on Simviation had everything in it. The rear gunners in the Me-110s included are a little too enthusiastic and I went into the .dp and just reduced the number of a round's effectiveness.

Hey SC, sorry I demoted you the other say in a message, I called you SC5000.

Bones
 
Weekend fun

Now I already know what I'll spend the coming weekend with - trying all you wonderful guys solustions. But what about the rear gunner more or less being the primary weapon? It is almost the same as the thinking behind the Defiant - only that the Germans never used or intended the Bf 110 to be used like that. It had a very potent nose armament and was intended to be used as a fighter. I have tried to fly steadily letting one sneak up on me, and then it DOES fire with its main armament, but in all normal combat, only the rear gunner gets into play.
Finn
 
gunstations

Hi,

to soften up super gunners I recommend to change some figures in the a/c.dp (to be opend in word pad)

(the following examles are from Caleb Flerk's Guide)

gunstation.0=0,-2,1,0.10,883,2,0.01,500,2,40,4d4*14,-2.826,-0.653,0.696, 0.2494260,13.010904,1.0793248,0,0,0,0,1.60
This is not the trajectory range of a bullet as mentioned above for "time alive," but the maximum distance at which an attacking aircraft will open fire with this gun. Stated another way, so long as your aircraft is more than 500 meters from an enemy plane you are safe.
Lower this number to 400 or 300 and your plane will be safe outside this range


gunstation.0=0,-2,1,0.10,883,2,0.01,500,2,40,4d4*14,-2.826,-0.653,0.696, 0.2494260,13.010904,1.0793248,0,0,0,0,1.60
pitch, bank, yaw (degrees). [Machine gun and cannon only. All other weapons = 0,0,0]

Angular rotation of the gun barrel centerline relative to the aircraft axis system. Pitch is measured about the X axis. Bank is measured about the Z axis. Yaw is measured about the Y axis.

These are the three values set when boresighting a weapon to a target.

I recommend to change the pitch as well like 0.2694260. this will make the enemy rear gunner start shooting at the given range above, you will see the tracers, but the chances of being hit will increase the closer you come to the enemy plane.
Cheers

Achim
 
Already in problems Guys

Found the AimIt.exe right here at the outhouse - and had it work immidiately. Also found the DPedit (Simviation) but here is my problem: How do I aim it at the correct .DP file? The read-me is of little help, unfortunately. It assumes skills, I do not have. Can U help?
Finn
 
Hi Finn,

Don't panic, I always seem to have problems getting 3rd party editing tools to work right too. Probably because what I envision or want to accomplish was not exactly what the creator was programming for.

The quickest and surest way I have found to adjust the guns on a plane - both forward and aft firing - is to open the .dp file in note pad and edit it. I am attaching the best dp edit tutorial I have seen. Just follow the instructions and you can adjust the guns however you want.

The author Vincent Farnham has got it all figured out, IMHO. His ideas of what the coding means is a bit different from other tutorials I have read, but I agree with his conclusions as I have tested them out and they work.

If you really want to get into depth you can research the ballisitcs of the rounds, and the performance of the weapon itself and put those parameters into the line code. But you can settle for the quick fix to change the gunners behavior and gun type and that will be enough to solve the defensive gun problem you are having.

After you have the guns and firing behavior set the way you want, check out his ideas on how to create a more competent and aggressive AI along with prgramming the guns.

BTW, don't command the file to save. Just close it and when it asks if you want to save it, say yes. Works better I think

View attachment 24680.
 
First try report

Ok guys, and especially Sc7500 whoms recipy I followed. It is sofar a mixed success - now I can get as close to 400 meters before being shot up with deadly accurate fire. I am sure that gunner got glasses that help him overcome that >>L/R Angle>> setting but the weekend has just started, so I am sure to find the ríght cure. Thanks for all input guys - I am always amazed how much this community knows combined:salute:
Finn
 
Trigger

I agree with B24 : the simpliest way to fix this is to change the trigger fron cannon to gun, for every defensive gun. I have used it many times, and it works fine.
:salute:
 
Lot of ways to skin this cat...

The problem with the "gun" vs. "cannon" setting is that the gun setting doesn't aim, ...it just sprays.

Try this:

1. Double the rate of fire for twin gun mounts, ...and then use a single Bbl. (they both fire the same place anyway)

2. Drop the rate of fire to 1/3 of spec., ...to allow for just plain missing 2/3 anyway.

3. Set the round life so that it dies when it reaches its max effective range. (Life in sec. = 1/velocity x range)

4. Increase the max effective range by 1.5 for tail gunners on account of the fact that their targets are usually more stable so the accuracy should be better.

Should look like this:

; Upper Rear Gun: 7.92mm(MG 15) (1.5xLethal/Engagement Range)
gunstation.6=1,52,1,0.165,620,0.387,0.01,240,1,60,1d1*2.7,0.000,0.650,-1.550,-5,0,180,-45,45,45,-5,1.07

[guns.6]
gun.0=750,0.000,0.660,-0.800,0,0,1,750

Note: gunstation "6" and weapon "52" is for my numbering system, ...yours may be different numbers.


This tailgunner will effectively engage you to 240 meters, ...further than that, ...it's just a light show.

Enjoy.
 
Did the trick

Hey Blue Devil - that did the trick. In the BF 110 in question the upper gun is number 2, not 6 as in your example, but otherwise I just copied your numbers without the slightest idea of their meaning, and took to the air. Now that deadly gunner can stil hit (but only with an 8 mm gun) at close range, and if I stay 500 meters behind, he is helpless. Now that part is much more realistic.
Thanks to all for your input.
Finn
 
While its up to each persons preferences there are a variety of considerations for effective ranges, what is the actual maximum effective range versus realistic "knock-down" range. Then there are the factors such as training, morale, skill, visability, quality control during manufacture, how worn out is the weapon ( I remember my first very old SLR that I was given for training while a Recruit - the bad guys would not have been overly worried about that weapon ) and so on. A few places/people take the maximum effective range and halve it for realistic range.
 
While its up to each persons preferences there are a variety of considerations for effective ranges, what is the actual maximum effective range versus realistic "knock-down" range. Then there are the factors such as training, morale, skill, visability, quality control during manufacture, how worn out is the weapon ( I remember my first very old SLR that I was given for training while a Recruit - the bad guys would not have been overly worried about that weapon ) and so on. A few places/people take the maximum effective range and halve it for realistic range.

Well...

I start w/ the AvHistory 1% data (thanks, Guys) and go from there.

One out of three hits takes care of the accuracy factor...

...and the max E-range for the 8mm is only ~ 160 meters, ...pretty close for that round against a thin-skinned target from a flexible mount.

The way I figure it...

...hitting a bus at 240 meters from the back of a moving pick-up on a dirt road, one out of three rounds, is pretty good shootin', ...but not marksmanship.
 
Hi John,

Let me see if I can help you out here. I'll use the entry from the stock F4U1A_CORSAIR as an example as follows:

[fltsim.0]
title=F4U-1A Corsair
sim=F4U1A_Corsair
model=
panel=
sound=
texture=
KB_checklists=f4u1a_corsair_check

Every time you add a new texture folder to a particular aircraft folder, you will need to create a new entry under the previous one like so:

[fltsim.0]
title=F4U-1A Corsair
sim=F4U1A_Corsair
model=
panel=
sound=
texture=
KB_checklists=f4u1a_corsair_check

[fltsim.1]
title=F4U-1A Corsair VF-17
sim=F4U1A_Corsair
model=
panel=
sound=
texture=VF17
KB_checklists=f4u1a_corsair_check

You will note on the added entry I changed [fltsim.0] to [fltsim.1]. Also, I changed the title=F4U-1A Corsair to title=F4U-1A Corsair VF-17. Lastly, I added VF17 to the texture= . IT IS VERY IMPORTANT THAT THE TEXTURE= MATCH THE NAME OF THE NEWLY ADDED TEXTURE FOLDER! In this case, I would name the texture folder texture.vf17 Notice the period between the word texture and vf17.

A word of caution: If you fly one of the planes and then go back into the menu to select another plane, the texture or "skin" of the plane you flew last will appear on all the similar planes in the menu.

I hope my instruction are clear.

Good hunting!

TW
 
Hi John,

Let me see if I can help you out here. I'll use the entry from the stock F4U1A_CORSAIR as an example as follows:

[fltsim.0]
title=F4U-1A Corsair
sim=F4U1A_Corsair
model=
panel=
sound=
texture=
KB_checklists=f4u1a_corsair_check

Every time you add a new texture folder to a particular aircraft folder, you will need to create a new entry under the previous one like so:

[fltsim.0]
title=F4U-1A Corsair
sim=F4U1A_Corsair
model=
panel=
sound=
texture=
KB_checklists=f4u1a_corsair_check

[fltsim.1]
title=F4U-1A Corsair VF-17
sim=F4U1A_Corsair
model=
panel=
sound=
texture=VF17
KB_checklists=f4u1a_corsair_check

You will note on the added entry I changed [fltsim.0] to [fltsim.1]. Also, I changed the title=F4U-1A Corsair to title=F4U-1A Corsair VF-17. Lastly, I added VF17 to the texture= . IT IS VERY IMPORTANT THAT THE TEXTURE= MATCH THE NAME OF THE NEWLY ADDED TEXTURE FOLDER! In this case, I would name the texture folder texture.vf17 Notice the period between the word texture and vf17.

A word of caution: If you fly one of the planes and then go back into the menu to select another plane, the texture or "skin" of the plane you flew last will appear on all the similar planes in the menu.

I hope my instruction are clear.

Good hunting!

TW
Will see
Thanks, John
 
Adding extra aircraft textures

Hi John,
Right, large mug of coffee at the ready..;)?

With all the MS flightsims, from CFS1 to FSX an aircraft (ac) folder contents structure is basically all the same, ie it needs to contain a Model, Panel, Sound and Texture set of files along with an airfile, an aircraft config (aircraft.cfg) file, and in CFS1/2, a DP file.

A standard ac folder will usually only have one texture folder, which contains all (generally speaking) the textures required to 'paint' the ac whilst flying in that sim. Picture 1 shows the file structure of a Lancaster BIII in CFS2, with the original single texture. As there is only one texture, the texture folder is named as just that.
There is a 'control' file, called an aircraft configuration file or aircraft.cfg as it appears, which links the model with the panel, sound and texture files of that ac. Open up this file using MS Notepad, and you will see as in Pic 1a. The first section is what we're interested in ie

[fltsim.0]
title=GB-Avro Lancaster B.III
sim=lancaster
model=
panel=
sound=
texture=

As you can see after model, panel etc there is an = sign and then blank. This tells the sim what folders to use for what purpose. So by leaving blank, this defaults to the only folders of that name will be used. So for texture, whatever is in the folder called 'texture' will be used in the sim for that ac.

There are several ways to change or add extra textures to the same model or ac. The easiest and simplist way is to swap the original texture file for the new one, and there you have a new texture. But if you wish to keep the original and add several more, then a few alterations will have to be done.

Take the new texture set, make a a new folder and place them inside. Name the folder texture, but this time add a '.' (fullstop or period) followed by a title to name it. As with the Lancaster BIII, see Picture 2. I have added texture.Jane, texture.Orchid and texture.Princess etc. If you did nothing else and went and flew this ac, the original texture would show up, but the others would not. This will be have to be done by modifying the aircraft.cfg file. See Pic 2a.

Again open the aircraft.cfg file. Basically you have to duplicate that first entry section (as above). So highlight all that first section, copy and paste to just below the original first section (one line space in between each section), do this as many times as you have new texture/skins.
Leave the original section and go to the first line of the first copied section where it still says [fltsim.0] change this to [fltsim.1]. If you have more than one new texture go to the next copied section [fltsim.0] entry and change that to [fltsim.2] and so on, there is no limit! BUT the [fltsim.XX] entry must be sequential (ie .1, .2, .3) and the very first one must be '0' (zero).

In each section go to the 'texture=' section and after the '=' add 'texture.XX' (XX being the title of that texture. It can be a name or a number). Again do this as many times as there is the number of new textures. See Picture 2 for an example. Make sure the titles of the new texture folders matches exactly with the entries in the cfg file. Then save the modified cfg file.

Restart the sim and go and select the same aircraft with several choices of new textures!!

This multiple option modification can also be applied to sounds, panels and even models....Just make sure you add the correct entries in the aircraft.cfg file, use a '.' before your new title name, AND that the spellings are all the same.

Hope this does the trick, give it a go!

Cheers Shessi


Ha ha ha!, just seen TW's reply, it took me a time to write my reply...well John I'm sure your request is well covered now.
 
Hi John,
Right, large mug of coffee at the ready..;)?

With all the MS flightsims, from CFS1 to FSX an aircraft (ac) folder contents structure is basically all the same, ie it needs to contain a Model, Panel, Sound and Texture set of files along with an airfile, an aircraft config (aircraft.cfg) file, and in CFS1/2, a DP file.

A standard ac folder will usually only have one texture folder, which contains all (generally speaking) the textures required to 'paint' the ac whilst flying in that sim. Picture 1 shows the file structure of a Lancaster BIII in CFS2, with the original single texture. As there is only one texture, the texture folder is named as just that.
There is a 'control' file, called an aircraft configuration file or aircraft.cfg as it appears, which links the model with the panel, sound and texture files of that ac. Open up this file using MS Notepad, and you will see as in Pic 1a. The first section is what we're interested in ie

[fltsim.0]
title=GB-Avro Lancaster B.III
sim=lancaster
model=
panel=
sound=
texture=

As you can see after model, panel etc there is an = sign and then blank. This tells the sim what folders to use for what purpose. So by leaving blank, this defaults to the only folders of that name will be used. So for texture, whatever is in the folder called 'texture' will be used in the sim for that ac.

There are several ways to change or add extra textures to the same model or ac. The easiest and simplist way is to swap the original texture file for the new one, and there you have a new texture. But if you wish to keep the original and add several more, then a few alterations will have to be done.

Take the new texture set, make a a new folder and place them inside. Name the folder texture, but this time add a '.' (fullstop or period) followed by a title to name it. As with the Lancaster BIII, see Picture 2. I have added texture.Jane, texture.Orchid and texture.Princess etc. If you did nothing else and went and flew this ac, the original texture would show up, but the others would not. This will be have to be done by modifying the aircraft.cfg file. See Pic 2a.

Again open the aircraft.cfg file. Basically you have to duplicate that first entry section (as above). So highlight all that first section, copy and paste to just below the original first section (one line space in between each section), do this as many times as you have new texture/skins.
Leave the original section and go to the first line of the first copied section where it still says [fltsim.0] change this to [fltsim.1]. If you have more than one new texture go to the next copied section [fltsim.0] entry and change that to [fltsim.2] and so on, there is no limit! BUT the [fltsim.XX] entry must be sequential (ie .1, .2, .3) and the very first one must be '0' (zero).

In each section go to the 'texture=' section and after the '=' add 'texture.XX' (XX being the title of that texture. It can be a name or a number). Again do this as many times as there is the number of new textures. See Picture 2 for an example. Make sure the titles of the new texture folders matches exactly with the entries in the cfg file. Then save the modified cfg file.

Restart the sim and go and select the same aircraft with several choices of new textures!!

This multiple option modification can also be applied to sounds, panels and even models....Just make sure you add the correct entries in the aircraft.cfg file, use a '.' before your new title name, AND that the spellings are all the same.

Hope this does the trick, give it a go!

Cheers Shessi


Ha ha ha!, just seen TW's reply, it took me a time to write my reply...well John I'm sure your request is well covered now.

I will give it a go, But i,am not so sure it will work
Thanks, John
 
Shessi,

I believe you give a much more detailed (and better) explanation than I did. :salute:

TW

Ok thisis what I have done.

[fltsim.0]
title=TR_A20G
sim=TR_A20G
model=
panel=
sound=
texture=
kb_checklists=TR_A20G_check

[fltsim.01]
title=TR_A20G MJ
sim=TR_A20G
model=
panel=
sound=
texture=
kb_checklists=TR_A20G_check

[fltsim.2]
title=TR_A20G Plain
sim=TR_A20G
model=
panel=
sound=
texture=
kb_checklists=TR_A20G_check

[fltsim.3]
title=TR_A20G TOP
sim=TR_A20G
model=
panel=
sound=
texture=
kb_checklists=TR_A20G_check

[WEIGHT_AND_BALANCE]
empty_weight = 17844

The Plane is TR_A20G
It still does not show in Freeflight.
What gives?:isadizzy:

The texture files are so follows
texture.MJ
texture.plain
texture.TOF
John
 
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