• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

DP help needed

Hi Shadow Wolf,

Change the 1 to a 0 see if that helps.

[GUNSTATIONS]
; Type 97 7.7mm port fuselage machine guns
gunstation.0=0,45,1,0.069,750,0,0.01,164,0,20,1d1*3.2,-0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0,1.209
; Type 97 7.7mm starboard fuselage machine gun
gunstation.1=0,45,1,0.069,750,2,0.01,164,0,20,1d1*3.2,0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0,1.209
; Type 1 7.92mm rear machine gun
gunstation.2=1,47,2,0.04,750,2,0.01,164,1,20,1d1*3.2,0,0.6,-2.8,0,0,180,-45,45,60,0,1.23
;

Regards,
B24Guy
 
Hey Shadow Wolf

There are actually several ways you can do this.

1. Reduce the damage dice value of the rear gun - if in fact the correct gun values are already used
2. Reduce the distance at which the rear gunner will fire
3. Reduce the traverse angles which the gunner can fire at
4. Combine any or all

Here is the layout of the gun stations in the dp. Just open the dp with Notepad and find the right value code then change which one(s) you want.

[gunstations] B ; M ;U ; RATE ;MVEL ;SEE ; AI T ; AIR ; S ; TR ;HITPTS ; GUN LOCATION ;GUNS UP; AGM ; GUNS CROSS ;T1;T2;T3;T4 ;WEIGHT
gunstation.0= 0 , 2 ,1 , 0.08 ,839 ,2 , 0.01 ,550 ,2 ,40 ,1d1*14 ,2.893 ,0.2438 ,0 ,-0.1196, 0 ,0 ,0 ,0 ,0 ,1.6

B =FIRING BUTTON 0=MAIN TRIGGER 1=SECONDARY TRIGGER 2=ROCKETS 3=BOMBS
M =GUN MODEL (SOME SOURCES SAY THIS)/ I THINK IT'S A SYSTEM CODE THAT SETS AI AGGRESSIVENESS - IT WORKS [2 is normal, 3 is aggressive]
U =UNKNOWN BUT YOU MUST MAKE THIS THE TRIGGER NUMBER PLUS ONE FOR THE GUNS TO FIRE
RATE =FIRING RATE
MVEL =MUZZLE VELOCITY
SEE =TIME TRACERS ARE VISIBLE
AI T =AI FIRING TIME
AIR =AI PLANES FIRE AT THIS RANGE
S =SOUND OF THE GUN
TR =TRACER PERCENTAGE/MOST TIMES VALUE=40 (100% MEANS YOU ONLY FIRE BLANKS)
HITPTS. =DAMAGE DICE VALUE ie HIT POINT OF ROUND
GUN LOCATION =SELF EXPLANATORY
GUNS UP =FIXED GUN - DECREASING THIS NUMBER TOWARDS MORE NEGATIVE(-) VALUES MAKES THE GUN FIRE HIGHER
AGM =MATCH "M" FOR AGGRESSIVENESS
GUNS CROSS =FIXED GUN - CHANGES THE LATERAL ANGLE OF FIRE
T1 TO T4 =The traverse freedom of movement of the weapon. Used with turret mounted guns. All fixed guns use 0,0,0,0
T1 =LEFT ANGLE
T2 =RIGHT ANGLE
T3 =UP ANGLE
T4 =DOWN ANGLE
WEIGHT =WEIGHT POUNDS/BULLET ROUND

Hope this helps.
 
say WHAT????

DP ???
For a moment I thought I was in the "Penthouse magazine Forum" !!!!! :dizzy:

DP help?????

ROTF-LMFAO !!!!! :biggrin-new:

... oh you mean .dp help :encouragement:

Captain Kurt - Many Thanks for taking the time to provide a COMPLETE explanation!


.... Shadow_Wolf mentioned to me yesterday that he thought I didn't post enough comments since returning this forum ... be careful what ya wish for Bro !!!
 
.dp problem?

Hi Shadow Wolf,

Change the 1 to a 0 see if that helps.

[GUNSTATIONS]
; Type 97 7.7mm port fuselage machine guns
gunstation.0=0,45,1,0.069,750,0,0.01,164,0,20,1d1*3.2,-0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0,1.209
; Type 97 7.7mm starboard fuselage machine gun
gunstation.1=0,45,1,0.069,750,2,0.01,164,0,20,1d1*3.2,0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0,1.209
; Type 1 7.92mm rear machine gun
gunstation.2=1,47,2,0.04,750,2,0.01,164,1,20,1d1*3.2,0,0.6,-2.8,0,0,180,-45,45,60,0,1.23
;

Regards,
B24Guy

I tried your method and it reduced the fire to near zero. That's okay by me :) but not too realistic. The only other problem is that the "Judys," when engaged, act like fighters - even when laded with heavy bombs! I can live with both though.

Dirtman: Bite us, bite us all! :D
 
Shadow Wolf,

I would build on the advice of the B24 guy & Captain Kurt & do the following:

[GUNSTATIONS]
; Type 97 7.7mm port fuselage machine guns
gunstation.0=0,45,1,0.069,750,0,0.01,164,0,20,1d1*3.2,-0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0,1.209
; Type 97 7.7mm starboard fuselage machine gun
gunstation.1=0,45,1,0.069,750,2,0.01,164,0,20,1d1*3.2,0.247,0.616,1.907,0.14973365220456,0,0,0,0,0,0,1.209
; Type 1 7.92mm rear machine gun
gunstation.2=0,47,2,0.30,775,2,0.01,369,1,70,1d1*7.37,0,0.6,-2.8,0,0,180,-45,45,60,0,1.23
as B24 guy says change type to MG (1 becomes 0) the MG type seems to spray whereas cannon type seems to snipe
increase time between rounds (0.04 becomes 0.3) the gun calculation mimics fixed weapons, & this is too accurate - slowing down the rate of fire fakes this lack of accuracy with flexible guns
adjust the engagement range (gunners often opened up at long range to scare off fighters as much as try to hit them) (164 becomes 369 - even this might need increasing)
increase the tracer %age (retain the visual impression of lot's of lead in the air) (20 becomes 70)
corrected hit dice (3.2 seems too low, change to 7.37)

gunstation.3=3,21,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
;
gunstation.4=2,-1,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0


[guns.0]
gun.0=500,0,-0.21,0.21,0,0,1,500


[guns.1]
gun.0=500,0,-0.21,0.21,0,0,1,500


[guns.2]
gun.0=400,0,0.03,-0.06,0.3,0.3,1,400
introduce a small angle-off error. Use both X & Y for hand-held, either or for turrets. (0 becomes 0.3)
Initial rounds will be off target, but as you close, the AI will compensate & the angle-off error reduces. Eventually he will hit you if you stay steady long enough :)



[guns.3]
gun.0=3,0,0,0,0,0,0,0


[guns.4]
gun.0=2,0,0,0,0,0,0,0
 
Hi again regarding the fighter like behavior.

Scroll down to near the bottom of the dp file. There you will see [MISC DATA] section which sets the AI behavior, nationality, etc. The first 2 entries determine what type of aircraft it is.

As a dive bomber, the Judy should should be coded:
unit_family=1
category=3
allegiance=4
etc.
etc.

If it is coded:
unit_family=1
category=1

then it will act as a fighter.

Here is a list of all the dp categories in CFS2 that we know about. There may be others but haven't been identified.

Unit_Family
1=fighter
2=bomber
3=vehicle
4=Ground Unit or object
5=boat or ship
7=carrier

Category
1 - aircraft fighter
2 - aircraft level bomber (B-24, Sally)
3 - aircraft dive bomber (Stuka, Dauntless, Val)
4 - aircraft torpedo bomber (Avenger, TBD)
5 - aircraft tactical bomber (B-25, Betty, I also have Kate in this Cat.)
6 - aircraft strike (I need to do some serious testing with this one)
7 - aircraft civil
8 - aircraft recon
9 - aircraft transport (C-47)
10 - aircraft fighter-bomber (any fighter equipped with Bombs or Torps) or dive bomber

Category codes for non-aircraft objects:
13 - ship aircraft carrier
14 - ship cruiser
15 - ship destroyer
16 - ship submarine
17 - ship battleship
18 - ship patrol
19 - ship auxiliary
21 - tracked vehicle
22 - wheeled vehicle
23 - train car
24 - amphibious vehicle
29 - artillery static
30 - mechanical equipment
31 - structure static
32 - factory
33 - non-target object
34 – runway
37 - payload object defined by weapon_type

Weapon_type=1 (small bomb) - 30lb, 100lb, 250lb, 30kg, 60kg all uses the small FX.

Weapon_type=2 (medium bomb) - 500lb, 250kg uses the medium FX
 
Thanks Captain. It had unit family = 1 and category = 1. Shouldn't it be by your own scale be unit family = 2?

Hi Shadow Wolf

Unit family 2 is for straight and level bombers like the B-24. If you code unit family 2 and category 2, bombers will fly level and hold formation while being attacked - at least for a time. They bomb from whatever straight and level altitude you put them at.
 
Should be UF=2, Cat=3

In theory yes I agree. However the stock CFS2 config for the Val and the Dauntless is actually UF=1, Cat=10 which is why I suggest UF=1 and Cat= 3 for dive bomber, or 10 can also be used for a dive bomber as well but will still sometimes act like a fighter. Anyway those are what I use and works well.

Have you used the UF=2, Cat=3 for a dive bomber? I haven't tried that combination myself so I'm curious how the AI behave.
 
FYI

For my dive bombers I have varying Categories and Unit Families as follows:

OH Val = Cat 3 UF 2
Thicko's Judy = (now) Cat 3 UF 2
FDGv2 SBD3/5 = Cat 10 UF 2
Stock SBD2 = Cat 10 UF 1
Wolfi's SB2C = Cat 10 UF 2

For torpedo planes/light bombers I have:
Stock Kate = Cat 10 UF 1
B6N1_Tenzan = Cat 4 UF 2
Stock TBD1 = Cat 4 UF 1
OH TBF = Cat 5 UF 1
Wolfi's TBF = Cat 4 UF 1

:dizzy: :banghead:
 
dp file

[FONT=Verdana, Arial, Tahoma, Calibri, Geneva, sans-serif]ThanksCaptain.

[/FONT]

Could you complete your tutorial withthe “allegiance” list ?
 
Back
Top