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Helldiver trouble..any ideas?

dasuto247

Members +
Helldiver is one of my favorite dive bombers to fly in CFS 2 and such have been building a campaign(other CFS 2 projects have taken a backseat to this) based on a Helldiver squadron. I have several missions to test and perfect.I was doing so just now when a real SMH moment happened.For some reason, the Helldiver, both my wingmen and separate AI flights will dive on their targets, and pull out but not release their bombs on moving AI ships.They will however attack land targets and even static ships. Any ideas? Using the Wolfi SB2C Helldiver
 
Reply...

Dasuto247,

Yes, in Mission Builder you need to have the mission type as "Anti-Ship", not "Strike." The "Strike" option is for static / land targets.

Wolfi's Stuka and his Helldiver have nearly identical AI attack characteristics, and I do a lot of Stuka strikes when you are pushing the British off of mainland Greece and Crete in the late Spring of 1941 or in the English Channel during the Summer of 1940 as a precursor to invasion.

Observe...
 
Reply...

Dasuto247,

Note that it's also important to make sure that your strike point (the triangle) directs the AI to attack with whatever ordnance you are using. (Bombs, rockets, guns, torpedoes) If you select "attack w/ all weapons'" sometimes this works, and sometimes it doesn't. It's generally best to be as specific as you can be.

One other trick I use in this mission is manually edit the mission so that the AI, not the player aircraft, is the leader. That way, the Stukas already attack one of the ships, and that frees you up to follow them to the target and select another ship to hit while your AI (provided they are not shot down) guarantee you mission success.
 
Dasuto247,

Note that it's also important to make sure that your strike point (the triangle) directs the AI to attack with whatever ordnance you are using. (Bombs, rockets, guns, torpedoes) If you select "attack w/ all weapons'" sometimes this works, and sometimes it doesn't. It's generally best to be as specific as you can be.

One other trick I use in this mission is manually edit the mission so that the AI, not the player aircraft, is the leader. That way, the Stukas already attack one of the ships, and that frees you up to follow them to the target and select another ship to hit while your AI (provided they are not shot down) guarantee you mission success.

I am not sure what the deal is, this Helldiver just won't release bombs on moving ships lol. The rear gunner does fire on the deck during the pull out after the dry bomb run lol. Set to "attack with bombs" on anti ship instead of strike. I don't get it, no problems with SBD or Val, have set them to strike and attack with all weapons, still strike ships.Starting to feel why it was called *** 2nd Class lol
 
I think it's the air file.Give this one a try.Also remember to delete the CDP or it will still use the one you had in it and backup the other air file.
 
I think it's the air file.Give this one a try.Also remember to delete the CDP or it will still use the one you had in it and backup the other air file.

Thanks.I tried but it did not work, still make their dives but do not release, just dont get it.No problem attacking land targets, but moving ships will not release their bombs.
 
I setup a mission withwingmen and AI flight and all attacked the moving ship.

Are the moving ships in Harbor or near land? If so that might be the problem.
 
I setup a mission withwingmen and AI flight and all attacked the moving ship.

Are the moving ships in Harbor or near land? If so that might be the problem.

Near land? 50 off Santa Isabel in Slot has been my testing area, middle of slot.Never had trouble there before. I just ran same mission with Overhaul SBD. The AI flight made their bomb runs on a Akagi class CV and released(AF SHJ Akagi) but my flight(eight planes) of SBD's would not release on Usio's JMK akagi, weird. The Helldiver will release on no moving ships. I used a fresh Helldiver, just added the airfile as directed.Did not even use the bewer DP I downloaded a while back with more realistic bomb loadouts, used original(would not work with new either) .
 
I setup a mission withwingmen and AI flight and all attacked the moving ship.

Are the moving ships in Harbor or near land? If so that might be the problem.

Did you see them actually release their bombs? My Helldivers make attack but fail to release bombs.
 
Yes I followed them down as they attacked.

Did you delete the cdp file?

I did delete the cdp. I just tried it again 300 or so miles north of midway, middle of the ocean.Helldivers both Ai and my wingmen, made dive, no drop.were armed with two 1000 lb bombs. have tried multiple loads etc, just dont get it. maybe I had a bad download? Attacked multiple ships, no drops.attack ships if placed as infastructure though.will not attack moving ships.
 
Near land? 50 off Santa Isabel in Slot has been my testing area, middle of slot.Never had trouble there before. I just ran same mission with Overhaul SBD. The AI flight made their bomb runs on a Akagi class CV and released(AF SHJ Akagi) but my flight(eight planes) of SBD's would not release on Usio's JMK akagi, weird. The Helldiver will release on no moving ships. I used a fresh Helldiver, just added the airfile as directed.Did not even use the bewer DP I downloaded a while back with more realistic bomb loadouts, used original(would not work with new either) .


Make a test mission away from the land and see if they attack and drop bombs.If they do it might just be your mission has the moving ships to close to land.
 
how is the DP set up?

make sure the bomb is at the mount.0, AI can be funny about where the bombs are located. If you want it to drop all of the bombs have them all set to drop off of "0". Like so...

[PAYLOAD.2]
mount.0=WEP_US_500lb_GP, 1, -1
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_US_250lb_GP, 1, 0
mount.3=wep_pylon_hellcat, 1, -1
mount.4=WEP_US_250lb_GP, 1, 0

It will now drop all three.

here is another thing to look at in the DP...

[MISC_DATA]
unit_family=1
category=10

Not sure if 10 is better then 3. Look at what it is set as and try the other.

unit_family=
1 - Fighter (default)
2 - Bomber

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

The autopilot is set right in the airfile so its just a mater of placement, starting Alt, surroundings, and airspeed. If I remember correctly, for AI ACs, its better to have them attack from the Bow or Stern of the ships. So set WPs accordingly. I think the Alt should be around 5000' but I could be wrong. Its been a while since I've messed with this. Also its the next WP that could prevent them from attacking. So give them a good Egress that is strait before you have them head for home.

See if any of that helps.
 
how is the DP set up?

make sure the bomb is at the mount.0, AI can be funny about where the bombs are located. If you want it to drop all of the bombs have them all set to drop off of "0". Like so...

[PAYLOAD.2]
mount.0=WEP_US_500lb_GP, 1, -1
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_US_250lb_GP, 1, 0
mount.3=wep_pylon_hellcat, 1, -1
mount.4=WEP_US_250lb_GP, 1, 0

It will now drop all three.

here is another thing to look at in the DP...

[MISC_DATA]
unit_family=1
category=10

Not sure if 10 is better then 3. Look at what it is set as and try the other.

unit_family=
1 - Fighter (default)
2 - Bomber

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

The autopilot is set right in the airfile so its just a mater of placement, starting Alt, surroundings, and airspeed. If I remember correctly, for AI ACs, its better to have them attack from the Bow or Stern of the ships. So set WPs accordingly. I think the Alt should be around 5000' but I could be wrong. Its been a while since I've messed with this. Also its the next WP that could prevent them from attacking. So give them a good Egress that is strait before you have them head for home.

See if any of that helps.


i tested it 300 miles north of midway, no land around, same results.SBD's dropped just fine.Also, 3 or 10 does not make a difference for this issue it seems , tried both multiple times.Here is my DP, look right to you? I noticed the download comes with 1% DP and airfiel.Should I use it? I tried, it made no difference so back to using the default one.


[HARDPOINTS]
mount.0=0,0.0,0.0
mount.1=0,-0.339,0.3
mount.2=0,-0.340,0.3
mount.3=3.00,-0.37,0
mount.4=3.00,-0.37,0
mount.5=-3.00,-0.37,0
mount.6=-3.00,-0.37,0
mount.7=3.39,-0.35,-0.25
mount.8=-3.39,-0.35,-0.25
mount.9=3.65,-0.31,-0.25
mount.10=-3.65,-0.31,-0.25
mount.11=3.93,-0.28,-0.25
mount.12=-3.93,-0.28,-0.25
mount.13=4.2,-0.25,-0.25
mount.14=-4.2,-0.25,-0.25

[PAYLOADS]
payload.0=%payload_name.0%
payload.1=%payload_name.1%
payload.2=%payload_name.2%
payload.3=%payload_name.3%
payload.4=%payload_name.4%
payload.5=%payload_name.5%
payload.6=%payload_name.6%
payload.7=%payload_name.7%

[PAYLOAD.0]
; Payload = Guns Only
mount.0=, 0, 0

[PAYLOAD.1]
; Payload = Bombs Heavy 1x1000+2x250
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_DB_US_1000lb_GP_d, 1, -1
mount.3=wep_pylon_hellcat, 1, -1
mount.4=WEP_DB_US_250lb_GP_d, 1, 2
mount.5=wep_pylon_hellcat, 1, -1
mount.6=WEP_DB_US_250lb_GP_d, 1, 2

[PAYLOAD.2]
; Payload = Bombs Medium
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_DB_US_1000lb_GP_d, 1, -1

[PAYLOAD.3]
; Payload = Bombs Light
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_DB_US_500lb_GP_d, 1, -1

[PAYLOAD.4]
; Payload = Rockets
mount.7=WEP_DB_us_5_rocket_army_wired, 1, -1
mount.8=WEP_DB_us_5_rocket_army_wired, 1, 7
mount.9=WEP_DB_us_5_rocket_army_wired, 1, 7
mount.10=WEP_DB_us_5_rocket_army_wired, 1, 7
mount.11=WEP_DB_us_5_rocket_army_wired, 1, 7
mount.12=WEP_DB_us_5_rocket_army_wired, 1, 7
mount.13=WEP_DB_us_5_rocket_army_wired, 1, 7
mount.14=WEP_DB_us_5_rocket_army_wired, 1, 7

[PAYLOAD.5]
; Payload = Bombs Rockets
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_DB_US_500lb_GP_d, 1, -1
mount.3=wep_pylon_hellcat, 1, -1
mount.4=WEP_DB_US_500lb_GP_d, 1, 2
mount.5=wep_pylon_hellcat, 1, -1
mount.6=WEP_DB_US_500lb_GP_d, 1, 2
mount.7=WEP_DB_us_5_rocket_army_wired, 1, -1
mount.8=WEP_DB_us_5_rocket_army_wired, 1, 7
mount.9=WEP_DB_us_5_rocket_army_wired, 1, 7
mount.10=WEP_DB_us_5_rocket_army_wired, 1, 7
mount.11=WEP_DB_us_5_rocket_army_wired, 1, 7
mount.12=WEP_DB_us_5_rocket_army_wired, 1, 7
mount.13=WEP_DB_us_5_rocket_army_wired, 1, 7
mount.14=WEP_DB_us_5_rocket_army_wired, 1, 7

[PAYLOAD.6]
; Payload = Bombs Maximum
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_DB_US_1000lb_GP_d, 1, -1
mount.0=WEP_DB_US_1000lb_GP_d, 1, 2

[PAYLOAD.7]
; Payload = Bombs Medium Heavy
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_DB_US_1000lb_GP_d, 1, -1
mount.3=wep_pylon_hellcat, 1, -1
mount.4=WEP_DB_US_100lb_GP_d, 1, 2
mount.5=wep_pylon_hellcat, 1, -1
mount.6=WEP_DB_US_100lb_GP_d, 1, 2


I will try another test with more specific points, used to the SBD giving no problems letting bombs go(dont get why it wont attack just like SBD does) and see if it works.Im really thinking its some small thing in the files because tperform the attack its self, move into position, dive, just fail to release the bombs.There are others here far more knowledgeable of how the sim works, I am learning all the time. Definitely driving me crazy though lol
 
How many Aircraft and is there enough spacing between flights?

What ALT and Air speed are you using for inbound, attack and outbound WPs?

Something else to check, Do the flaps induce drag and lift? or just drag? I forget which one it is but it can impact the AI in landings and ground attack. Check both the CFG and airfile for this. Try this for your DP. make a backup first...

[HARDPOINTS]
mount.0=0,-0.340,0.3
mount.1=0,-0.339,0.3
mount.2=3.00,-0.37,0
mount.3=3.00,-0.37,0
mount.4=-3.00,-0.37,0
mount.5=-3.00,-0.37,0
mount.6=3.39,-0.35,-0.25
mount.7=-3.39,-0.35,-0.25
mount.8=3.65,-0.31,-0.25
mount.9=-3.65,-0.31,-0.25
mount.10=3.93,-0.28,-0.25
mount.11=-3.93,-0.28,-0.25
mount.12=4.2,-0.25,-0.25
mount.13=-4.2,-0.25,-0.25
mount.14=0.0,0.0,0.0

[PAYLOADS]
payload.0=%payload_name.0%
payload.1=%payload_name.1%
payload.2=%payload_name.2%
payload.3=%payload_name.3%
payload.4=%payload_name.4%
payload.5=%payload_name.5%
payload.6=%payload_name.6%
payload.7=%payload_name.7%

[PAYLOAD.0]
; Payload = Guns Only

[PAYLOAD.1]
; Payload = Bombs Heavy 1x1000+2x250
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_DB_US_1000lb_GP_d, 1, -1
mount.3=wep_pylon_hellcat, 1, -1
mount.4=WEP_DB_US_250lb_GP_d, 1, 2
mount.5=wep_pylon_hellcat, 1, -1
mount.6=WEP_DB_US_250lb_GP_d, 1, 2

[PAYLOAD.2]
; Payload = Bombs Medium
mount.0=WEP_DB_US_1000lb_GP_d, 1, -1
mount.1=wep_pylon_hellcat, 1, -1

[PAYLOAD.3]
; Payload = Bombs Light
mount.0=WEP_DB_US_500lb_GP_d, 1, -1
mount.1=wep_pylon_hellcat, 1, -1

[PAYLOAD.4]
; Payload = Rockets
mount.6=WEP_DB_us_5_rocket_army_wired, 1, -1
mount.7=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.8=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.9=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.10=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.11=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.12=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.13=WEP_DB_us_5_rocket_army_wired, 1, 6

[PAYLOAD.5]
; Payload = Bombs Rockets
mount.0=WEP_DB_US_500lb_GP_d, 1, -1
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_DB_US_500lb_GP_d, 1, 0
mount.3=wep_pylon_hellcat, 1, -1
mount.4=WEP_DB_US_500lb_GP_d, 1, 0
mount.5=wep_pylon_hellcat, 1, -1
mount.6=WEP_DB_us_5_rocket_army_wired, 1, -1
mount.7=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.8=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.9=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.10=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.11=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.12=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.13=WEP_DB_us_5_rocket_army_wired, 1, 6

[PAYLOAD.6]
; Payload = Bombs Maximum
mount.0=WEP_DB_US_1000lb_GP_d, 1, -1
mount.14=WEP_DB_US_1000lb_GP_d, 1, 0
mount.1=wep_pylon_hellcat, 1, -1

[PAYLOAD.7]
; Payload = Bombs Medium Heavy
mount.0=WEP_DB_US_1000lb_GP_d, 1, -1
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_DB_US_100lb_GP_d, 1, 0
mount.3=wep_pylon_hellcat, 1, -1
mount.4=WEP_DB_US_100lb_GP_d, 1, 0
mount.5=wep_pylon_hellcat, 1, -1

Thats all I can think of for right now.

TheBookie,

Do you see anything that could cause a problem?
 
How many Aircraft and is there enough spacing between flights?

What ALT and Air speed are you using for inbound, attack and outbound WPs?

Something else to check, Do the flaps induce drag and lift? or just drag? I forget which one it is but it can impact the AI in landings and ground attack. Check both the CFG and airfile for this. Try this for your DP. make a backup first...

[HARDPOINTS]
mount.0=0,-0.340,0.3
mount.1=0,-0.339,0.3
mount.2=3.00,-0.37,0
mount.3=3.00,-0.37,0
mount.4=-3.00,-0.37,0
mount.5=-3.00,-0.37,0
mount.6=3.39,-0.35,-0.25
mount.7=-3.39,-0.35,-0.25
mount.8=3.65,-0.31,-0.25
mount.9=-3.65,-0.31,-0.25
mount.10=3.93,-0.28,-0.25
mount.11=-3.93,-0.28,-0.25
mount.12=4.2,-0.25,-0.25
mount.13=-4.2,-0.25,-0.25
mount.14=0.0,0.0,0.0

[PAYLOADS]
payload.0=%payload_name.0%
payload.1=%payload_name.1%
payload.2=%payload_name.2%
payload.3=%payload_name.3%
payload.4=%payload_name.4%
payload.5=%payload_name.5%
payload.6=%payload_name.6%
payload.7=%payload_name.7%

[PAYLOAD.0]
; Payload = Guns Only

[PAYLOAD.1]
; Payload = Bombs Heavy 1x1000+2x250
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_DB_US_1000lb_GP_d, 1, -1
mount.3=wep_pylon_hellcat, 1, -1
mount.4=WEP_DB_US_250lb_GP_d, 1, 2
mount.5=wep_pylon_hellcat, 1, -1
mount.6=WEP_DB_US_250lb_GP_d, 1, 2

[PAYLOAD.2]
; Payload = Bombs Medium
mount.0=WEP_DB_US_1000lb_GP_d, 1, -1
mount.1=wep_pylon_hellcat, 1, -1

[PAYLOAD.3]
; Payload = Bombs Light
mount.0=WEP_DB_US_500lb_GP_d, 1, -1
mount.1=wep_pylon_hellcat, 1, -1

[PAYLOAD.4]
; Payload = Rockets
mount.6=WEP_DB_us_5_rocket_army_wired, 1, -1
mount.7=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.8=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.9=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.10=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.11=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.12=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.13=WEP_DB_us_5_rocket_army_wired, 1, 6

[PAYLOAD.5]
; Payload = Bombs Rockets
mount.0=WEP_DB_US_500lb_GP_d, 1, -1
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_DB_US_500lb_GP_d, 1, 0
mount.3=wep_pylon_hellcat, 1, -1
mount.4=WEP_DB_US_500lb_GP_d, 1, 0
mount.5=wep_pylon_hellcat, 1, -1
mount.6=WEP_DB_us_5_rocket_army_wired, 1, -1
mount.7=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.8=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.9=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.10=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.11=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.12=WEP_DB_us_5_rocket_army_wired, 1, 6
mount.13=WEP_DB_us_5_rocket_army_wired, 1, 6

[PAYLOAD.6]
; Payload = Bombs Maximum
mount.0=WEP_DB_US_1000lb_GP_d, 1, -1
mount.14=WEP_DB_US_1000lb_GP_d, 1, 0
mount.1=wep_pylon_hellcat, 1, -1

[PAYLOAD.7]
; Payload = Bombs Medium Heavy
mount.0=WEP_DB_US_1000lb_GP_d, 1, -1
mount.1=wep_pylon_hellcat, 1, -1
mount.2=WEP_DB_US_100lb_GP_d, 1, 0
mount.3=wep_pylon_hellcat, 1, -1
mount.4=WEP_DB_US_100lb_GP_d, 1, 0
mount.5=wep_pylon_hellcat, 1, -1

Thats all I can think of for right now.

TheBookie,

Do you see anything that could cause a problem?


I have tried various combos of flights, speeds, altitudes etc. They do the same thing, find target , then attack but fail to drop bomb, pull out right above deck. The perform as should just dont drop the bomb.SBD's act same way except they drop their bomb(s)

Last test mission I did....

I had 3 targets, af_SHJ akagi af_SHJ_Hiryu and JMK_Akizuki. 8 helldivers in two flights, 2 miles apart, one at 11,000 feet, other at 13,000, 170 knots, 2 miles from pre attack point, 6 miles from "attack" point(triangle that says attack w bombs) approaching from the bow(also tried from the stern0 My flight of 3 assigned to attack Akizuki.Armed with a single 1,000 bomb each(tried various loads) they approached fine, then attacked, perfectly just as usual, failed to release bombs after diving on target.All flights failed to drop bombs again. I had the Akagi and akizuki making evasive moves, while the Hiryu was set to "do not evade" to test if their evasive movements had anything to do with it, they dont.All other dive bombers in game have no such trouble.

I am convinced there is some quirk somewhere in the files that is causing this, not how mission is set up.Tried so many variables .The Helldiver is only plane have ever had trouble with. Would you or anyone be willing to send me the helldiver you are using? Perhaps I have one with a bug . Also, used clean installs.Like I said, its only dive bomber that does this, driving me crazy.
 
I down loaded Wolfi Helldiver again to try.It works fine for me using the air file I put up for you and attacks both moving ships and infrastructures.

I have a question.Are you sure when you put the Dbolt weapons in the game you did everything right?If not the bombs won't show and there is nothing for the plane to drop.I would recheck you have everything where it belongs. I just find it weird that my Helldivers drop bombs while yours don't on moving targets.
 
How are set the 'unit_family' and 'category' under the [MISC_DATA] section of the DP ? Maybe the problem is located there.
 
How are set the 'unit_family' and 'category' under the [MISC_DATA] section of the DP ? Maybe the problem is located there.

set to 2 and 3.Tried it with 2 and 10 as well, 2=3 is best set up for dive bombers.Works fine with all others, makes no difference in helldiver.
 
I down loaded Wolfi Helldiver again to try.It works fine for me using the air file I put up for you and attacks both moving ships and infrastructures.

I have a question.Are you sure when you put the Dbolt weapons in the game you did everything right?If not the bombs won't show and there is nothing for the plane to drop.I would recheck you have everything where it belongs. I just find it weird that my Helldivers drop bombs while yours don't on moving targets.


I just dont get it.I have fooled with this for quite a while tonight. I find it very weird its working for everyone else.Literally perform perfect attacks, just do not release bombers, they just make dry runs on moving ships. I have deleted the CDP, added the new airfile.Tried fresh installs. I just dont get why all other dive bombers attack no problem. I dont see how it could be my DB weapons install, never had an issue with them.No error messages etc.Also, if it were the weapons would they not work for attacks on ground objects/static ships?

Attached below is the Helldiver I am using. It is Wolfi's, with the old airfile and a DP I downloaded from here, with more realistic weapons load. I have tried original dp with your airfile as well and they still wont drop. Ill look into my DB weapons install, maybe even reinstall .Thanks for all the help
 

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