Help Help Help please

jaycee

Charter Member 2014
I have made cannons for the f6f, and used the hispano 20 mm and hispano 20mm round, when i shoot at an aircraft it takes nearly 200 rounds to down the E/A, and when i fly in the typhoon which uses same gun/round, it takes about a dozen rounds to destroy E/A. i noticed this with the 30mm i made for the bf110 as well, i have uprated blastsize ect. but dont seem to notice any change,is there something amiss when you have guns as load outs compared as to when they are modeled into the plane.
 
Tho' I don't think its the problem, RATE of fire can be critical... especially if deflection aiming is needed at all!
...looks like fun, tho'...
(P M me if ya wanna have a beta tester try an' "dope it out"...jonny)
 
Might have something to do with the rumour that loadout guns are screwed up big time when it comes to hitting power. Then again some say that it is just a rumour.
 
I asked this a few months ago and was told that that could not be corrected due to the way the sim is coded. So any payload guns will have minimal damage.

Thanks for the cool NF toys.:jump:
 
Mathias has touched on this before.
pylon guns are USELESS!!!
a flaw in cfs3, they don't work worth ****
it has to be modeled into the ac to be affective.
that is why when I made my fw190a8 I ended up with many different models using different loadouts.
 
Then just put it under regular guns(cannons) in the .xdp (?)

However I recall on Preeze's "semi" P-51a's w/ 20mm's, the only problem was running out of ammo...

...and his gattling guns rip stuff ta shreds NO MATTER WHAT!!:icon_twi:

...well, small world! (after all)
 
Mathias has touched on this before.
pylon guns are USELESS!!!
a flaw in cfs3, they don't work worth ****
it has to be modeled into the ac to be affective.
that is why when I made my fw190a8 I ended up with many different models using different loadouts.

...and what is the status of said FW 190a8???

(inquirin' minds etc etc)
 
BUGGAH, Workround, the cannons are mapped over the exsisting 50 cal. inboard guns, how can i stop the muzzle flash for these two 50 cals. Thanks for your help guys.
 
BUGGAH, Workround, the cannons are mapped over the exsisting 50 cal. inboard guns, how can i stop the muzzle flash for these two 50 cals. Thanks for your help guys.

my guess is the creator of the model named the gun nodes gun_grp0b1, gun_grp1b1.
now according to the sdk all guns should be named grp#b0 unless they are in gunner view. then add the b1 etc.
if the ac xdp has 2 guns and the plain has 4 or more barrels that is what they did.
you can change this by using M3Ded and changing gun_grp0b1 to gun_grp2b0.
look through the model in word pad first to see what gun groups are wrong.
I can do it easier that say it!:banghead:
 
my guess is the creator of the model named the gun nodes gun_grp0b1, gun_grp1b1.
now according to the sdk all guns should be named grp#b0 unless they are in gunner view. then add the b1 etc.
if the ac xdp has 2 guns and the plain has 4 or more barrels that is what they did.
you can change this by using M3Ded and changing gun_grp0b1 to gun_grp2b0.
look through the model in word pad first to see what gun groups are wrong.
I can do it easier that say it!:banghead:

Hi D. Thanks for your help, the aircraft has 6 50 cals. and the xpd has 6 guns i can change the two inboard guns to 20mm firing through my cannons but i get a muzzle flash 3/4 way up the barrel, so the first problem is to lose this flash, the second problem would be to have a muzzle flash at the end of my cannon, this will take some doing me thinks, if it can be done at all.
 
Wait a minute, mate... Can't you just say "use small flash" (or mebbe even "use no flash"
... or better yet "post no bills"...):p:

in the '.xdp' like "'...MaxAmmo="600" UseSmallFlash="1"/>...'"
 
Jimmy one thought is to take the muzzle effects Jon created and modify these to have an xyz postion like engine smoke. You can nullify the regular muzzle effects by entering "muzzleflash_null" in each XPD gunstation entry. You could place the modified effects at the bottom like shell effects.
 
Thanks guys, i'll try that in the morrow, a bit sleepy now, plus i have had one or two shmall vodkash.
 
Jaycee,

I built and added to my effects in ETO an effect called

fx_no_muzzle_flash it is already in 1.2. I had intended to use it for the light gun it should work well for this.

O-1
 
Thanks everyone for you'r input, after several hours i have it boxed off.
it may have taken several days without your help.
 
Back
Top