CFS2 Perma-stickied help / problem / tweaking thread

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
 
Reply...

The Bookie,

The redirect isn’t set to expire for two days. And if people post in this thread, it keeps it active. We can redirect newcomers and old hands to continue using it.

Something to chew on.
 
Something for you to chew on

Don't be a smart ass,maybe with others you get away with it but it doesn't fly with me.

TheBookie
 
Just remove render_3d_window=1 from the panel.cfg is the quickest.

EDIT
Installed the SM84cfs2.zip and not getting any problems with FF or QC. Using Win7
 
Reply...

Just remove render_3d_window=1 from the panel.cfg is the quickest.

EDIT
Installed the SM84cfs2.zip and not getting any problems with FF or QC. Using Win7

Allen,

Thanks for the prompt reply, but that line is not present. I am getting it when I switch from the 2d panel to the VC. Any time the VC loads, the sim crashes out. I am not getting this problem with any other aircraft, and I have tried reinstalling this aircraft three times from the ground up. :dizzy:

If I remove the panel entirely, I have no problems with the aircraft.

I'm using Windows 10, if that makes a difference?
 
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