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DP Question

Typhoon Willy

Charter Member
Hi all,

I was wondering if some kind soul could tell me what values determine the muzzle flash placement?

[GUNSTATIONS]
gunstation.0=0,-2,1,0.08,839,2,0.01,850,1,40,1d1*40,0,1.05444375,2.1552,-0.15094,0,0,0,0,0,0,1.6
gunstation.1=1,-4,2,0.08,712,2,0.05,500,0,40,1d1*60,-0.25,-0.070,2.575,-0.27945,0,0.460281046175886,0,0,0,0,0.36
gunstation.2=1,-5,2,0.08,712,2,0.05,500,0,40,1d1*60,0.25,-0.070,2.575,-0.27945,2,-0.460281046175886,0,0,0,0,0.36
gunstation.3=1,31,2,0.11,549,2,0.05,500,4,40,1d1*39,0,0.094,3.639,0.279448746339652,0,0,0,0,0,0,4.4
gunstation.4=3,21,8,0.00,0,0,0,0,0,0,1d1*6000,0,0,0,0,0,0,0,0,0,0,2939.33333333333

[guns.0]
gun.0=600,-0.24,-0.27,0.1,0,0,1,600
gun.1=600,0.24,-0.27,0.1,0,0,1,600
[guns.1]
gun.0=300,-1.75,-0.15,-0.9,0,0,1,300
[guns.2]
gun.0=300,1.75,-0.15,-0.9,3,0,1,300
[guns.3]
gun.0=300,0,0.1,0.2,3,0,1,300
[guns.4]
gun.0=2,0,0,0,0,0,0,2


Thanks in advance,

TW
 
Hi all,

I was wondering if some kind soul could tell me what values determine the muzzle flash placement?

[GUNSTATIONS]
gunstation.0=0,-2,1,0.08,839,2,0.01,850,1,40,1d1*40,0,1.05444375,2.1552,-0.15094,0,0,0,0,0,0,1.6
gunstation.1=1,-4,2,0.08,712,2,0.05,500,0,40,1d1*60,-0.25,-0.070,2.575,-0.27945,0,0.460281046175886,0,0,0,0,0.36
gunstation.2=1,-5,2,0.08,712,2,0.05,500,0,40,1d1*60,0.25,-0.070,2.575,-0.27945,2,-0.460281046175886,0,0,0,0,0.36
gunstation.3=1,31,2,0.11,549,2,0.05,500,4,40,1d1*39,0,0.094,3.639,0.279448746339652,0,0,0,0,0,0,4.4
gunstation.4=3,21,8,0.00,0,0,0,0,0,0,1d1*6000,0,0,0,0,0,0,0,0,0,0,2939.33333333333

[guns.0]
gun.0=600,-0.24,-0.27,0.1,0,0,1,600
gun.1=600,0.24,-0.27,0.1,0,0,1,600
[guns.1]
gun.0=300,-1.75,-0.15,-0.9,0,0,1,300
[guns.2]
gun.0=300,1.75,-0.15,-0.9,3,0,1,300
[guns.3]
gun.0=300,0,0.1,0.2,3,0,1,300
[guns.4]
gun.0=2,0,0,0,0,0,0,2


Thanks in advance,

TW

Hey Willy, to adjust the muzzle flash you need to adjust the numbers I've high lighted above, the first number adjusts the side to side movement, the second is the up and down, and the third is front to back, in respect to the aircraft.

Cheers

G
 
Hi Typhoon,

in this section:

[guns.0]
gun.0=600, -0.24, -0.27, 0.1, 0,0,1,600
gun.1=600, 0.24, -0.27, 0.1, 0,0,1,600


  • The first value controls the distance from the central longitudinal axis of the aircraft, being 0 the centre;

  • the second controls the height, up (+) and down (-);

  • the third moves the muzzle flash forward (+) and backward (-).
The very first and very last numbers are the total number of rounds for that specific weapon.

I hope this answers your question.

Cheers!
KH
:ernae:
 
More..

Sorry I dont know who the original poster of this Dp. info was or even where it was posted, but it's helped me for years now.. if it's is yours please speak up.

G :ernae:


[GUNSTATIONS]
gunstation.0= 0, 2, 1, 0.01, 870, 4, 0.01, 1000, 2, 40, 1d1*16, 0.55, 0.25, 2.2, 0.128056, 0, 0.1, 0, 0, 0, 0, 0.5

[GUNSTATIONS]
gunstation.{A}0={B}0,{C}2,{D}1,{E}0.01,{F}870,{G}4,{H}0.01,{I}1000,{J}2,{K}40,{L}1d1*16,{M}0.55,{N}0.25,{O}2.2,{P}0.128056,{Q}0,{R}0.1,{S}0,{T}0,{U}0,{V}0,{W}0.5

A. Gunstation number: (sequential) this will be the number to associate individual guns with (note that there is no particular weapon related to any particular gunstation number. Add as many as you want).

B. Trigger type: 0=Mach Gun 1=Cannon 2=Rocket 3=Bomb

C. System association (see last number for each entry in [SYSTEMS]

D. Gun type: 1=Mach gun 2=Canon 4=Rocket 8=Bomb

E. Rate of fire (divide rounds/second into 1) Example: 50 rounds/sec = 1/50 = .02

F. Muzzle velocity: meters/sec (zero for Rockets & Bombs)

G. Round life (seconds round is tracked by simulation)

H. Muzzle flash: MS says flashes/sec. I disagree; I think this is actually 1/(flashes/sec). Typical values are .01 to .05

I. Range that AI aircraft begin firing (Meters)

J. Sound: 0= .303/7.62mm 2= .50 3= 13mm 4= 20mm 5= 30mm (set Bomb/Rocket to zero)

K. Tracer %

L. Damage dice: Typical values: 1d1*10 for .303, 1d1*14 for .50, 1d1*24 for 20mm, Rocket 1d1*300-3000, Bomb 1d1*600-6000 (this is the projectile's destructive power)

M. Gunstation X offset (Meters)

N. Gunstation Y offset (Meters)

O. Gunstation Z offset (Meters)

P. Pitch: angle of gunstation up/down (degrees) I suggest using similar angle values from other .dps in CFS. But if you must try calculating… The acceleration affects of gravity on objects is independent of their weight. If you disregard the aerodynamic properties of the projectile and assume it falls at the same rate as any dropped object, then you can use -4.877t2 (t is the travel time of the projectile to its target) to determine how far the bullet drops in horizontal flight. I would guess the average speed of the projectile is somewhere between its muzzle velocity and half that. I'm not going to add the plane's airspeed since the target is probably going just as fast. So let's take a target 1000 meters out, muzzle velocity of 870m/sec: t = 1000 / [(870 + 435) / 2] = 1.53 sec. This results in a drop of -4.877(1.532) = -11.42m. Now calculate an angle using tan ? = X/Z where X = X drop and Z = distance to target. Keep in mind this is a very simplified approach and not the proper way to do ballistic calculations, however I doubt the MS simulation is much more complicated or accurate. Also, all this does you little good in the heat of battle when you're pulling hard on the stick in a 20 degree climb with 30 degrees of roll. That's what the tracers are for.

Q. Bank: angle of gunstation left/right (degrees) Again, I suggest using similar weapon/angle values from other .dps in CFS. If you really must calculate, remember: tan ? = X/Z where X = X offset and Z = distance to target.

R. Heading: heading of gunstation (degrees)(Example: A rear facing AI gunstation may have a heading of 180)

S. Constraint Angle left (max rotation angle for AI guns)

T. Constraint Angle right (max rotation angle for AI guns)

U. Constraint Angle up (max rotation angle for AI guns)

V. Constraint Angle down (max rotation angle for AI guns)

W. Round weight (oz)
 
Sorry I dont know who the original poster of this Dp. info was or even where it was posted, but it's helped me for years now.. if it's is yours please speak up....

WOW!

Thank you, Gedm!

Since many times I found muzzle flashes where not placed exactly where they were supposed to, a few years ago I went by trial-and-error and wound up using the figures I mentioned above.

But you posted an encyclopedia!

I am going to save this page right away, a new page in my never-ending CFS2 manual! :running:

Cheers!
KH
:ernae:
 
Hi guys,

Thanks very much for your quick responses! gedm, I agree with kelti, I'll copy and save your post for future reference.

Kind reagrds,

TW
 
Hi Talon,

Thanks for the link. I've always wanted to try to create a dp file for some fo the FS2004 planes converted for use in CFS2, but even using a dp file from a similiar plane, how can one be sure that the damage boxes are accurately located on the converted model?

Thanks,

TW
 
Your welcome guys, I just wish I could say I came up with it but like most of the things I've learned about the sim it has always been from someone elses labors.

:ernae:
 
Talon, like Rami and Cody Coyote, Campaign building is the story telling aspect that makes the sim come alive and you and the other campaign/mission builders have skills that equal other types of awesome creations and contributions we see here all the time.
But of course you jest! :icon_lol:
 
Hi Talon,

Thanks for the link. I've always wanted to try to create a dp file for some fo the FS2004 planes converted for use in CFS2, but even using a dp file from a similiar plane, how can one be sure that the damage boxes are accurately located on the converted model?

Thanks,

TW

I use a program called Aircraft Container Manager in conjunction with DPed to properly match the boxes with the model. It was payware (seems like it's not available anymore), but has a demo which lets you see the 3D model on a scale grid (the green lines are added by me afterwards). Really helpful.
 
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