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Gardening

baldy

SOH Staff
that's what the RAF called minelaying during the war - I've just created a new air-dropped mine but it lacks the one essential thing - its parachute - does anyone have any idea how you put a parachute on a bgl as, say, an effect so it only appears after the weapon has been dropped -- and of course in cfs2 any air-dropped weapon that starts as horizontal stays that way until it hits ground or water

anyway anyone got any ideas, comment etc ?

View attachment 70448View attachment 70449View attachment 70450
 
Blimey! you only want the moon AND the stars!...ha ha ;)

TBH I think the only way would be to play around with weapons' bgl DP misc data i.e.

[MISC_DATA]
unit_family=4
category=37
max_weight=700
weapon_type=9

Here's some info:-

unit_family=
1 - Fighter (default)
2 - Bomber
3 - Ground vehicle
4 - Static object
5 - Ship or Boat
7 - Aircraft Carrier

Category=
1 - aircraft fighter
2 - aircraft level bomber (B-24, He-111)
3 - aircraft dive bomber (Stuka, Dauntless, Val)
4 - aircraft torpedo bomber (Avenger, TBF)
5 - aircraft tactical bomber (A-20, Ju-88)
6 - aircraft strike (Fw-190F2, A-4; 2-engine nightfighters?)
7 - aircraft civil
8 - aircraft recon (Storch)
9 - aircraft transport (C-47)
10 - aircraft fighter-bomber (any fighter equipped with bombs) or Dive Bombers
13 - Cruiser/Aircraft Carrier
14 - Cruiser
15 - Destroyer
16 - Submarine
17 - Battleship
18 - Gunboat/Torp Boat/Auxiliary
19 - Transport/Tanker/Cargo
24 - Landing Craft
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

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.
Weapon_type=3 (large bomb) - 1000lbm 2000lb, 800kg uses the large FX.
Weapon_type=4 (large bomb, same as above)
Weapon_type=5 (rocket)
Weapon_type=6 (rocket)
Weapon_type=7 (rocket)
Weapon_type=8 (timed rocket) - 8 seconds
Weapon_type=9 (torpedo) - MK13, seems to be for lighter torps.
Weapon_type=10 (torpedo) - Type91, seems to be for heavier torps.
Weapon_type=11 (???)
Weapon_type=12 (???)
Weapon_type=13 (???)
Weapon_type=14 (???)
Weapon_type=15 (Tank) - Jap 330litre, Jap 200litre, corsair/hellcat/lightning tanks, most picked.
Weapon_type=16 (Tank) - US 200 gallon.
Weapon_type=17 (Tank) - US 150 gallon.
Weapon_type=18 (???)
Weapon_type=19 (???)
Weapon_type=20 (Pylons, Pods, Parts) Used for rocket pods, various pylons and SID pilot.

I looked about for a full list but no go, if anyone seeing this post can help?

I think making it a bomb rather than a torpedo, and making it very heavy might give the effect of being carried and dropped from a horizontal position and then goes vertical, entering the water verically, as an aerial launched mine would act. No parachute but acts like it has one. I think playing with weapon 'misc data' may give a better profile(?).

I thought someone had done some working parachutist for a CFS2 Ju52, I think it was Pierino Primavesi who did a Fs2002 Ju52 with parachutists, and that's with a parachutist mdl and a Fs2002 effect.

Talking of mdls, you could make one as an mdl. Mauro Giacomazzi did his pilot as one. Being another ac you can then make it do what you want, animation-wise, including a parachute, but it becomes another ac in the ac listing.

Be good to get a full listing of weapon data.....

Cheers

Shessi
 
mine

I did alter the Misc data to that of a drop tank to give the small splash of an object hitting the water rather than a bomb burst but other than that I'm at the end of my knowledge

baldy
 
mine

I'm uploading the mine together with its FSDS v2 source file so anyone who wants to try and add a 'chute that works can do so

baldy
 
Be good to get a full listing of weapon data.....

Here are the valid weapon_type values:
type(00) : bits(00000000) : unknown
type(01) : bits(00000001) : bomb (100 lb) (small)
type(02) : bits(00000002) : bomb (500 lb) (medium)
type(03) : bits(00000004) : bomb (1000 lb) (large)
type(04) : bits(00000008) : bomb (1000 lb) (large)
type(05) : bits(00000010) : rocket (50 lb)
type(06) : bits(00000020) : rocket (50 lb)
type(07) : bits(00000040) : rocket (50 lb)
type(08) : bits(00000080) : rocket (50 lb timed)
type(09) : bits(00000100) : torpedo (mark 13)
type(10) : bits(00000200) : torpedo (mark 13)
type(11) : bits(00000400) : torpedo (type 91)
type(12) : bits(00000800) : torpedo (type 91)
type(13) : bits(00001000) : bullet
type(14) : bits(00002000) : drop tank (1000 lb)
type(15) : bits(00004000) : drop tank (1000 lb)
type(16) : bits(00008000) : drop tank (1000 lb)
type(17) : bits(00010000) : drop tank (1000 lb)
type(18) : bits(00020000) : drop tank (1000 lb)
type(19) : bits(00040000) : drop tank (1000 lb)
type(20) : bits(00080000) : pylon

The maximum possible value is 32 because the value is translated into a bit in a 32-bit integer. Values above 20, x'00080000', are unused.
 
Thanks for that cfsops....

Be good to have the full catergory list as well, as it goes to at least 37, so what 33-37+(?) are I don't know?

Shessi
 
Be good to have the full catergory list as well, ...
Shessi

Here are categories:

type(00) : bits(0000000000000000) : Unknown
type(01) : bits(0000000000000001) : Fighter
type(02) : bits(0000000000000002) : Level bomber
type(03) : bits(0000000000000004) : Dive bomber
type(04) : bits(0000000000000008) : Torpedo bomber
type(05) : bits(0000000000000010) : Tactical bomber
type(06) : bits(0000000000000020) : Strike aircraft
type(07) : bits(0000000000000040) : Civil aircraft
type(08) : bits(0000000000000080) : Recon aircraft
type(09) : bits(0000000000000100) : Transport aircraft
type(10) : bits(0000000000000200) : Fighter bomber
type(11) : bits(0000000000000400) : Unused
type(12) : bits(0000000000000800) : Unused
type(13) : bits(0000000000001000) : Carrier
type(14) : bits(0000000000002000) : Cruiser
type(15) : bits(0000000000004000) : Destroyer
type(16) : bits(0000000000008000) : Submarine
type(17) : bits(0000000000010000) : Battleship
type(18) : bits(0000000000020000) : Patrol boat
type(19) : bits(0000000000040000) : Auxiliary boat
type(20) : bits(0000000000080000) : Unused
type(21) : bits(0000000000100000) : Tracked vehicle
type(22) : bits(0000000000200000) : Wheeled vehicle
type(23) : bits(0000000000400000) : Train car
type(24) : bits(0000000000800000) : Amphibious vehicle
type(25) : bits(0000000001000000) : Unused
type(26) : bits(0000000002000000) : Unused
type(27) : bits(0000000004000000) : Unused
type(28) : bits(0000000008000000) : Unused
type(29) : bits(0000000010000000) : Artillery
type(30) : bits(0000000020000000) : Mechanical equipment
type(31) : bits(0000000040000000) : Structure
type(32) : bits(0000000080000000) : Factory
type(33) : bits(0000000100000000) : Non-combatant
type(34) : bits(0000000200000000) : Runway
type(35) : bits(0000000400000000) : Unused
type(36) : bits(0000000800000000) : Unused
type(37) : bits(0000001000000000) : Weapon
type(38) : bits(0000002000000000) : Sound

In this case, the maximum possible value is 64 because the value is translated into a bit in a 64-bit integer. In addition to the unused values interspersed within the first part ofthe list, (i.e. expansion slots), all the values above 38, x'0000002000000000', are unused.
 
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