CFS2 Perma-stickied help / problem / tweaking thread

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 --
 
Utilities

Does anyone know where I can find the small utilities which delete all the filelists and CDP files?
 
Thanks Blohmundvoss! That's what I was looking for. Hopefully clearing out my CDP files will get me back into Free Flight and the Mission Builder.:jump:
 
Dive bombing AI

Anyone notice when doing a dive bombing mission that the AI sometimes take a long time to attack ships, even the players flight? Does anyone know why?Even when you are setup to attack from behind the target the AI will fly away.I know some will say they have to get the best angle to attack which is true but another factor comes into play.

I'm going let you think on it and see what the CFS2 Gurus have to say.

TheBookie
 
Do you have your category set as 3 (for dive bomber) and the type as 2 (for bomber) in the DP's Misc Data section?
 
Do you have your category set as 3 (for dive bomber) and the type as 2 (for bomber) in the DP's Misc Data section?

Yes they are setup the right way. I've been playing CFS2 since it came out and know how to setup the planes in the dp,redo the cfg file when it needs some adjustments and fix airfiles. I also make my own missions and gsl.

TheBookie
 
All AI skill and aggressiveness set to highest levels, starting altitude always above 5000 ft (I prefer 15k). For my player's flight, it comes down to command and control. Circle around to rear of the surface formations at a 3 mile range to avoid too much accurate AAA and give your wingmen a good setup range, select each target individually and command wingmen to attack them by 2-ship elements, not as a group.

If they start to wander off, command again with a single "A" keystroke rather than double "A" while keeping their respective target selected. I always start with the mission objective target first. And I send them in two ships at a time.

In summary, rather than trying to be the lead striker and hit targets first, you have to take on the role of CAG on-target and be the team quarterback, e.g., "rejoin - attack this", "rejoin - attack that". If you hold your ordnance, you can always clean up the mission objective target yourself later if it survives your wingmen and other AI strikers. Otherwise, use your load on stragglers.
 
Scenario

2 AI flights of Dauntless Dive Bombers of 4 set at 14000ft and 12000ft behind the 2 carriers to be attacked,each attacks a different carrier.My flight 7 Dauntless at 11000ft is to attack my choice.

When AI get close they turn around and reset to attack.There is a reason for this but not sure if you know why.It's not just to get the best angle to attack but another factor probably coded into the game.

I figured Rami would know as he builds missions.

TheBookie
 
...I figured Rami would know as he builds missions.

FYI Rami builds mainly for public domain, for which we're all very grateful. I've always built missions for private use only, so there's that also. Same mechanics either way. Keeping all to myself gives me more flexibility to do what I want and not be as restricted by historical details the general community might be sensitive about.

But just taking this a little further, if I may, what's the range to target when you give the attack commands on your choices? Taking your last post on the surface, it sounds like the wingmen are too close and the AI engine needs to reset. Tasking them further out might help. Are you also setting all AI skill and aggressiveness to highest levels?
 
FYI Rami builds mainly for public domain, for which we're all very grateful. I've always built missions for private use only, so there's that also. Same mechanics either way. Keeping all to myself gives me more flexibility to do what I want and not be as restricted by historical details the general community might be sensitive about.

But just taking this a little further, if I may, what's the range to target when you give the attack commands on your choices? Taking your last post on the surface, it sounds like the wingmen are too close and the AI engine needs to reset. Tasking them further out might help. Are you also setting all AI skill and aggressiveness to highest levels?

I know Rami does missions for the public but figured he knows some answers as he does so many.

All planes warp to 5 to 6 miles from targets,so the AI flights have plenty of time to attack but they fly away as they are getting closer,maybe 3000/4000 meters or yards,and setup again and attack.

My flight is far enough away when I want them to attack,I've played this sim since it came out so I'm not a novice at this as I think you might think I am.Also the skill and aggressiveness are set to the highest levels.I have noticed this behavior by divebombers over the years even when flying missions from others at SOH.

TheBookie
 
Reply...

TheBookie,

I have found that the AI are always consistent in their approach no matter which direction you attack from. Usually, they will turn 180 or 270 degrees from the direction of the flight path to attack convoys, tank columns, or fixed ground targets. They also like to attack from between 5,000 and 7,000 feet, so if you set up attacks from above that height, they will descend to 10,000 ft as they approach the target, and then drop altitude further as they make their turns approaching the peel off point.

I usually set up the player flight with AI in the lead, so they automatically attack the assigned target, leaving you free to select different ones. Or, you can select targets for your wingmen to hit as well. There are many ways to do it.

Having a predictable pattern of attack does make it easier to set up the missions, though, once you catch onto it. There's a set AI pattern for torpedo attacks as well; the AI sweep ahead of the convoy and then turn 270 degrees to attack it from the side.

I hope this helps. :santahat:
 
Rami,

I already knew the answer and just wanted to see if others knew it.My AI usually attack from about 6500 ft.Seems only you knew what I was talking about.

I also know about torpedo attacks and other things.Like I said I'm not a novice with CFS2 or Mission Building.I have read Cody's hand book and Talon's ( RIP ) notes on mission building. Shame he never did his own tutorial because he had alot of info beyond Cody's.

TheBookie
 
CFG files for planes

Some people may not know this but I was told about it years ago.If the plane name or info is to long in the CFG file if you use more than 1 plane CFS2 may crash,it may also apply to folder names but not sure.

TheBookie
 
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