I know that this was answered revently,,,

PJMack

Charter Member
My converted fs9 model splits into two seperate models when it crashes. How does one resolve this? Thabk you.:jump:
 
It is a DP entry of ",," when the damage is 100% but I forget where.

Okay, found it.

"effect.4=100,BREAK,,"

"effect.0=95,LIBRARY,,
effect.1=100,DEATH,,"


If you do not have two commas after the break for 100% in the DP or for "death" I think, it splits the plane into two planes instead of just blowing up or pilot bailing.
At least I think that is what was said. I am sure someone that REALLY knows will come on and correct me.

I have this problem with just a couple of mz aircraft, but cannot remember which ones off of the top of my head.
 
It is a DP entry of ",," when the damage is 100% but I forget where.

Okay, found it.

"effect.4=100,BREAK,,"

"effect.0=95,LIBRARY,,
effect.1=100,DEATH,,"


If you do not have two commas after the break for 100% in the DP or for "death" I think, it splits the plane into two planes instead of just blowing up or pilot bailing.
At least I think that is what was said. I am sure someone that REALLY knows will come on and correct me.

I have this problem with just a couple of mz aircraft, but cannot remember which ones off of the top of my head.


Thank you DD. I'll try it and let you know if it works.
 
cloning planes

As DD said it has to do with how the sim handles the DP. There should be NO number after the commas. I had started a thread on this and it was discussed and help me rid my game of this annoying cloning. Had the same with the MZ planes (which are great!). Am not at my home computer right now so can't send the thread location but it is (hopefully) still here somewhere.

Did a search and found the answer here; http://www.sim-outhouse.com/sohforums/showthread.php?t=449&highlight=tips

Scroll down to October 4th.
 
As DD said it has to do with how the sim handles the DP. There should be NO number after the commas. I had started a thread on this and it was discussed and help me rid my game of this annoying cloning. Had the same with the MZ planes (which are great!). Am not at my home computer right now so can't send the thread location but it is (hopefully) still here somewhere.

Did a search and found the answer here; http://www.sim-outhouse.com/sohforums/showthread.php?t=449&highlight=tips

Scroll down to October 4th.

I joined after this date, but not long ago there was another discussion and some things to edit were given. My particular problem was Yashico-san's Ai B-29s would split in two and one half keeps flying. I did the edit and found that this seemed to make the planes invulnerable and I just changed B-29s. I also got a .dp for the Betty bomber at Flightsim.com that now has wing fuel tanks, and they blow up real good.

Bones
 
I remember this from many years ago - I believe it's to do with the product some people use to build their aircraft; the problem seems to stem from Abacus' "Flight Design Studio" which a lot of cfs2 plane buiulders used to build their aircraft.

If you study what happens after the plane morphs into 2 you will see that it closely resembles the graphic of a stock aircraft losing its wing. The morphed plane spins crazily as if its attached to the original destroyed plane - just like the blown off wing effect!!!

I remember contacting Abacus back in around 2003 on this, and they replied that it was a bug with their product purely relating to cfs2, but said it could be got around via modelling the "broken wing" and altering the root directory or something, but never actually told me how!

Personally I don't use these problem planes except to fly. Obviously in the case of some, like the otherwise excellent mz planes, there is often no other show in town.

I've even got aircraft installed purely to fly against so that I can be sure this annoying thing doesn't occur.
 
A final note.

You'll notice that each EFFECTS system looks somewhat like this one, taken from the stock Zero:

; System = Nose Structure
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=30,LIBRARY,fx_engfire_s,
effect.2=60,LIBRARY,fx_engfire_m,
effect.3=95,LIBRARY,fx_airexpl_l,
effect.4=100,BREAK,6, <--------This "6", or whatever number you find, is the problem.

You have to remove the BREAK number from each and every EFFECTS system. The above line would then read:

effect.4=100,BREAK,,

The BREAK number tells the sim what breakaway part to model when specific amounts of damage have occured. If the model wasn't built with those breakaway parts, the sim will spawn a complete model instead. Many add-ons' are like this because adding breakaway parts involves difficult SCASM editing.
 
A final note.

You'll notice that each EFFECTS system looks somewhat like this one, taken from the stock Zero:

; System = Nose Structure
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=30,LIBRARY,fx_engfire_s,
effect.2=60,LIBRARY,fx_engfire_m,
effect.3=95,LIBRARY,fx_airexpl_l,
effect.4=100,BREAK,6, <--------This "6", or whatever number you find, is the problem.

You have to remove the BREAK number from each and every EFFECTS system. The above line would then read:

effect.4=100,BREAK,,

The BREAK number tells the sim what breakaway part to model when specific amounts of damage have occured. If the model wasn't built with those breakaway parts, the sim will spawn a complete model instead. Many add-ons' are like this because adding breakaway parts involves difficult SCASM editing.


Thanks everyone. I am trying this now.
 
Its a problem associated with the design of the mdl, not the dp. When a designer builds a model with non-breaking parts, then adds a customized dp to it containing break effects from something else, the sim will clone the model at 100% damage. In the early days, designers built breaking models and exported the code directly to dp format from inside the design program, so the dp with its effects was custom built to the specs of the model. This is how the stockers were built. This ensured that the model and the dp were perfectly correlated at 100% damage with no cloning.

For this reason its always a good idea to clean up the breaks from any dp you add to a converted model. Bullet holes work the same way -- they only show if they're designed into the mdl file and are exported to the dp from the design program.
 
In Addendum...

Wasn't there a "Band Aid" DP patch that used the following entry:

[EFFECTS.x]
; System = Aircraft
effect.0=99,LIBRARY,fx_gastank_m,
effect.1=100,BOMB,,


SEEMS IT WAS ADDED AT THE BEGINNING OF THE EFFECTS SET TO ENSURE A PLANE'S DEMISE...

SC

:kilroy:
 
Thanks, that's helped me out too. Now i can discard some of the double-installed planes of the same type and put some new ones in!!! :wiggle:
 
I joined after this date, but not long ago there was another discussion and some things to edit were given. My particular problem was Yashico-san's Ai B-29s would split in two and one half keeps flying. I did the edit and found that this seemed to make the planes invulnerable and I just changed B-29s. I also got a .dp for the Betty bomber at Flightsim.com that now has wing fuel tanks, and they blow up real good.

Bones

I've found that some of the bombers I've downloaded and installed are pretty invulnerable too;

The Ki-21 Sally is a prime example, I built a mission set over Arakan in Burma 43. Spitfire V's intercept formations of Ki-21-11a/b's escorted by stock Oscars.

Man I knocked 7 bells out of those bombers, and the Spitty had cannon. There were explosions, fireworks, pyrotechnics and enough smoke to blanket London. But those pesky Sally's just kept trundling along, and to add insult to injury some of the fires even went out!

I mean Jap planes aren't suppose to behave like this! If only our bombers had that resilience we'd never of lost any over Germany..........

Why do some planes do that?
 
I remember this from many years ago - I believe it's to do with the product some people use to build their aircraft; the problem seems to stem from Abacus' "Flight Design Studio" which a lot of cfs2 plane buiulders used to build their aircraft.

If you study what happens after the plane morphs into 2 you will see that it closely resembles the graphic of a stock aircraft losing its wing. The morphed plane spins crazily as if its attached to the original destroyed plane - just like the blown off wing effect!!!

I remember contacting Abacus back in around 2003 on this, and they replied that it was a bug with their product purely relating to cfs2, but said it could be got around via modelling the "broken wing" and altering the root directory or something, but never actually told me how!

Personally I don't use these problem planes except to fly. Obviously in the case of some, like the otherwise excellent mz planes, there is often no other show in town.

I've even got aircraft installed purely to fly against so that I can be sure this annoying thing doesn't occur.

Spud, it was weird the way these B-29s split. They divided into sections, perfectly...balanced, like picture puzzle pieces, and one incomplete half went down, the other flew.

Overall I found it was amusing in a way, but I did Jagd's mod nd I did something wrong myself, and the planes could not be shot down so I just opted for another B-29.

Bones
 
I've found that some of the bombers I've downloaded and installed are pretty invulnerable too;

The Ki-21 Sally is a prime example, I built a mission set over Arakan in Burma 43. Spitfire V's intercept formations of Ki-21-11a/b's escorted by stock Oscars.

Man I knocked 7 bells out of those bombers, and the Spitty had cannon. There were explosions, fireworks, pyrotechnics and enough smoke to blanket London. But those pesky Sally's just kept trundling along, and to add insult to injury some of the fires even went out!

I mean Jap planes aren't suppose to behave like this! If only our bombers had that resilience we'd never of lost any over Germany..........

Why do some planes do that?

I'm not pooping on Japanese aircraft as they are a major aspect of my overall aircraft hobby, but they traded protectiona nd sturdiness in some cses for range, and they succeeded as far as that went. Otherwise they were sort of flimsy till later in the war. My problem with the Sally and Lily is both CTD, I just need bazillion meg of ram and video card with ram just under the number of atoms in the known Universe. I seem cursed, I've never had a computer in 18 years now that had adequite memory, I always seem to have to take hand me downs and mchines upgraded already to their full potential.

Bonesimoto
 
Makes sense - guess we all juggle around the various planes to see what's best for what situation. Fortunately there's usually a choice thanks to all those talented guys out there. Yep Jap planes were good burners for a considerablr portion of the war, yet these seem almost indestructable in some cases.

I wonder, would the firepower of the fighter (as decided by the builder) have any bearing on damage caused? Or is every gun automatically the same regardless of fighter as in il-2?

Funny enough my Sally's and Lily's have behaved themselves (you have to treat em like ladies), though I did isolate a problem which I intitially thought was the Ki-21-11b, but in the end turned out to be the Spitfire V111 wearing a RAF/SEAC marks, which was a bit of a bummer as I've been unable to find another. Hence using Spit V's in 43.
 
Examples

Here's part of the DP file for my PHP [Ver2] B-24Guy's B5n2 Kate bomber:

[SYSTEMS]
system.0=%system_name.0%,125,0
system.1=%system_name.1%,112,2
system.2=%system_name.2%,269,3
system.3=%system_name.3%,56,7
system.4=%system_name.4%,125,8
system.5=%system_name.5%,14,9
system.6=%system_name.6%,56,10
system.7=%system_name.7%,225,18
system.8=%system_name.8%,14,19
system.9=%system_name.9%,42,20
system.10=%system_name.10%,42,22
system.11=%system_name.11%,225,23
system.12=%system_name.12%,90,15
system.13=%system_name.13%,70,25
system.14=%system_name.14%,14,26
system.15=%system_name.15%,84,27
system.16=%system_name.16%,84,28
system.17=%system_name.17%,70,29
system.18=%system_name.18%,225,30
system.19=%system_name.19%,90,12
system.20=%system_name.20%,70,32
system.21=%system_name.21%,14,33
system.22=%system_name.22%,84,34
system.23=%system_name.23%,84,35
system.24=%system_name.24%,70,36
system.25=%system_name.25%,225,37
system.26=%system_name.26%,125,57
system.27=%system_name.27%,225,38
system.28=%system_name.28%,112,41
system.29=%system_name.29%,84,39
system.30=%system_name.30%,84,40
system.31=%system_name.31%,125,58

The RED numbers are the Damage Values for each part, listed below:


"system_name.0"=Nose Structure
"system_name.1"=Oil Reservoir
"system_name.2"=Engine
"system_name.3"=Hydraulics Reservoir
"system_name.4"=Pilot
"system_name.5"=Radio
"system_name.6"=Center Fuel Tank
"system_name.7"=Fuselage Structure
"system_name.8"=Rudder Cntrl Cable
"system_name.9"=Bomb Release
"system_name.10"=Elevator Cntrl Cable
"system_name.11"=Port Wing Structure
"system_name.12"=Port Fuel Tank
"system_name.13"=Port Flap
"system_name.14"=Port Ail. Cntrl Cable
"system_name.15"=Port Gear
"system_name.16"=Port Wing Tip Structure
"system_name.17"=Port Aileron
"system_name.18"=Starboard Wing Structure
"system_name.19"=Starboard Fuel Tank
"system_name.20"=Starboard Flap
"system_name.21"=Starboard Ail. Cntrl Cable
"system_name.22"=Starboard Gear
"system_name.23"=Starboard Wing Tip Structure
"system_name.24"=Starboard Aileron
"system_name.25"=Tail (fwd) Structure
"system_name.26"=Tail Gun
"system_name.27"=Tail (rear) Structure
"system_name.28"=Rudder
"system_name.29"=Port Elevator
"system_name.30"=Starboard Elevator
"system_name.31"=Bombadier

Note how the numbers correspond to the associated parts. I have NOT tweaked these values, as they make the B5n a true flying torch - one good .50cal burst into a wing, and this baby is Down.

If I WAS to mod the values in DPEdit, I'd bump up the main structure numbers by 2x [Wings / Fuselage / Tail sections] to "toughen" them up, and leave the rest alone - it's just too tempting [and visually enjoyable] a target to mess with, tho !

Hope this helps
SC

:kilroy:
 
Makes sense - guess we all juggle around the various planes to see what's best for what situation. Fortunately there's usually a choice thanks to all those talented guys out there. Yep Jap planes were good burners for a considerablr portion of the war, yet these seem almost indestructable in some cases.

I wonder, would the firepower of the fighter (as decided by the builder) have any bearing on damage caused? Or is every gun automatically the same regardless of fighter as in il-2?

Funny enough my Sally's and Lily's have behaved themselves (you have to treat em like ladies), though I did isolate a problem which I intitially thought was the Ki-21-11b, but in the end turned out to be the Spitfire V111 wearing a RAF/SEAC marks, which was a bit of a bummer as I've been unable to find another. Hence using Spit V's in 43.

Spud, the effectiveness numbering in different rounds in the .dp was brought up by a member not many months ago. Whoever it was pointed out that.30 cal/303s were set in some cases at 8 while the Jap 7.7 was set at 11. This is interesting as the Brit .303 and Japanese 7.7 were ballistically the same round. The Japanese adopted all things British, importing the bricks for their Naval Academy from Britain, and adopting their version of the .303 and the Lewis gun. I set these rounds at 11, all of them. The US .30 Browning was(and remains) the hottest .30 round on earth, except for some ex Israeli surplus 7.92 German rifle ammo I chronographed at a blistering 3400 fps. So I set my German and US 7.62/7.92 at 12. The most confusing one I found were on some Hurricanes, the .303s were set to 3.2, which is BB gun velocities. Black powder muzzleloaders give better performance. I try to follow the 1 Percent guys, they reset the stock .50 from 14 to 18.4, I use that as a rough guide for rounds that are in the 13mm range, such as the Japanese and German 13.2s.

My contention is that the folks at M$, when they copied YEAGER'S AIR COMBAT, were not that knowledgeable. I think like all M$ products there rushed it out too fast with little beta testing, like our pharmaceutical companies too.

Bones
 
Thanks to both above posters; I've learnt a lot thanks to this fascinating thread. sc7500 that helps a lot.

It's very interesting re. .303 armed Hurricanes, because Oleg Maddox and his 1C team have also drastically underestimated the firepower of his Hurries 1 & 11b over in il-2! Its been one of the biggest beefs since the game first came out. Some people are concerned he's going to make the same mistake with his upcoming BoB release......

Even the 12 gun Hurrie 11b has a job to down even a Ki-43-1 in his game which is just plain dumb as I've read combat reports where Hurrie 1 & 11b's have almost cut this delicate IJAAF fighter in half.

I've got the 1% Hurrie 11b in cfs2 and its weapon performance is spot-on.

Gonna spend the some time fiddling with my weapon stats now - having first made sure I've got a back-up copy of course.

Tony; yep your modified G4M2 dp works for me - much more realistic without making it too easy. Of course the SG Betty is a G4M1 so I've got both in my game anyway.

I guess the best thing MS did was make the game open structure so we can at least improve it.
 
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