Hi Demorier,
Have you tried the AF_bomb blast pack? Here is an excerpt form the readme.
CFS2 creates ground bomb damage in two different ways.
1. A direct hit on the infrastructure item’s DP.
2. A near miss with the bomb striking the ground.
In case 1 the damage value in the bombs DP Gunstation section is used.
A 1000lb bomb looks like this:
([GUNSTATIONS]
gunstation.0=3,21,8,0.00,0,0,0,0,0,0,1d1*10000,0,0,0,0,0,0,0,0,0,0,16000
It delivers 10000 Hit Points to the DP of the object it hits. Pretty simple and straight forward so far. If the bomb/rocket makes a direct hit it acts just like a bullet as far as the target DP is concerned.
Case number 2 is were things get messy. First off there are 4 different “weapon_type”s that cover all of the different bombs. Type 1 is the lightest, like the 30 & 60kg and 250Lb’ers. Type 2 covers the 250kg and 500lb bombs. Type 3 is for the 1000lb bomb and Type 4 is used by the 800kg and 2000lb bombs. Now that that’s clear let’s make mud. When a bomb strikes the ground in CFS2 the program selects one of 3, yes 3 and not 4 FX to trigger. You’d think there would be 4 FX since there are 4 different weapons types, right? Nope. Here’s how things work out. The 3 Effects are the fx_gndexpl_s, m & l. Type 1 bombs use the “s” FX. Type 2 uses the “m” FX and Types 3 & 4 both use the “l” FX. Why does this matter? In CFS2 the AI aircraft do not hit their targeted objects DP unless it is a very large object like the Factories or Hangar Type A Large. They even miss those sometimes. So 97+% of the time when an AI Aircraft is attacking with bombs the resulting damage is caused by the 3 grndexpl FX. And that is what was making CFS2’s ground bomb damage act so erratic and why the ground objects DP were set so low in the number of hit points required to destroy them.
The Stock FX numbers relating to damage they cause look like this:
Small:
Hitpoints=500.00, 600.00
Range=100.00, 200.00
Medium:
Hitpoints=150.00, 200.00
Range=100.00, 200.00
Large:
Hitpoints=2000.00, 2200.00
Range=100.00, 200.00
No, I didn’t paste them out of order and Yes the above numbers match of weapon type is correct. I know this for certain because I added different colored smoke to each of the FX for testing. Just ask my Beta testers how much that freaked them out…LOL OK, these FX are the root of the problem. They don’t match the damage numbers in the weapons DP’s as they should. CFS2 is very good at reproducing a bomb blast radius but they dropped the ball on the FX end and ended up creating wimpy DP’s for the Ground Infrastructure to compensate.
Now the solution! Here are the numbers for the new FX:
Small:
Hitpoints=1000.00, 1500.00
Range=50.00, 75.00
Medium:
Hitpoints=5000.00, 5500.00
Range=90.00, 100.00
Large:
Hitpoints=10000, 20000
Range=100.00, 150.00
Notice how they match up with the different weapon types better? I had to do some fudging with the Large FX because of the lack of a 4th FX for the Type 4 Weapons but it works out well. What these FX do is allow the creation of more realistic Ground Object DP’s without making them indestructible to bombs. BTW, this will also fix the damage done by the AF=Midway Arty Shells and any aircraft that crashes near a building.
Thanks to Pen32win.
Regards,
B24Guy