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Issue with ETO Ju87 B2 - no damage caused by anti-tank cannon

wsmwsm

Charter Member
Issue with ETO Ju87 B2 - no damage caused by anti-tank cannon

The ETO Ju87 B2 comes equipped with an anti-tank cannon as a weapons option. Fires fine, causes a HUGE exposion. . . but - at least for me - no damage. None. You cannot even destroy a tent with it.

Is it my install or has anyone else experenced this?
 
A Ju-87B2 with cannon option?, Ive not heard of that one before! I have a Hs129 and at times it sems the onboard cannons tend to freeze up and seems to go right throught he target without any explosion, weird.
 
Never heard about this.

Well, it's a known CFS3 issue: cannons as loadout have very, very, very little effect (gun pods or whatever). This is why there are two Hurricane MkIV in ETO: one that's have the cannons included in the M3D file and that can't be removed and an other one with a selection of all the other loadouts (bombs, rockets...).
 
B-series Ju87s didn't have anti-tank cannon. If I were you, I'd delete that section of the loadouts and think no more of it. Either something is right, or it isn't, and this clearly isn't.

The only Ju87s to carry A/T cannon were the G-series, and they don't look remotely like the B-2 version...
 
Hs 129

A Ju-87B2 with cannon option?, Ive not heard of that one before! I have a Hs129 and at times it sems the onboard cannons tend to freeze up and seems to go right throught he target without any explosion, weird.

That cannon is modeled in the mesh and the xdp has the rate at 1 round every 10 seconds or so. What happens is that you hear the sound and the gun did not fire yet. It is something built into the cfs3 engine. A new sound would fix it.
 
That cannon is modeled in the mesh and the xdp has the rate at 1 round every 10 seconds or so. What happens is that you hear the sound and the gun did not fire yet. It is something built into the cfs3 engine. A new sound would fix it.

So true. Same with the 30mm cannon on the P-39's. The sound happens, but a round isn't fired.
 
The ETO Ju87 B2 comes equipped with an anti-tank cannon as a weapons option. Fires fine, causes a HUGE exposion. . . but - at least for me - no damage. None. You cannot even destroy a tent with it.

Is it my install or has anyone else experenced this?

Yes, I see the same thing in ETO. Way overlarge explosion, but no damage to anything on the ground.
 
idiots advice

for whatever it's worth.....I loaded up a French plane recently minus its weapons pak (another thread called "weapons pak") here....the plane flew....the guns fired....flashes along the wings but no impact on the ground or on any plane. Several good sorts were kind enough to send me the weapons files and all of a sudden the whole she-bang worked....bullets tore things up.....cannons spat lethal loads, etc......so as obvious as it seems....all the parts have to be in place to do the deed it seems.....ndicki's right about what weapon belongs where.........wsmwsm also has I think an answer to giving your cannon the effect it was lacking.....add the weapon to your weapons folder and go nuts.....you may also find that in general any missing parts....facilities, weapons, guns, vehicles, ships, etc can be found in other add-ons like PTO, ETO, MAW, etc....they're compilations of the best of the best....good luck
....I'm the idiot....but still learning....
 
Never heard about this.

Well, it's a known CFS3 issue: cannons as loadout have very, very, very little effect (gun pods or whatever). This is why there are two Hurricane MkIV in ETO: one that's have the cannons included in the M3D file and that can't be removed and an other one with a selection of all the other loadouts (bombs, rockets...).

I concur with the CFS3 issue Led Zepplin, However, the cannons in CFS3 seem very powerful when used as a seperate weapon aside from machine guns and bombs and the lot. The stock Ju-88 with belly cannon option can destroy a Merchant ship with one, well aimed round. Or at least start a massive fireball from 2300 feet. The muzzle blast on the 262 longnose cannon blinds me tho.
 
I had realized that the anti-tank cannon was not historically accurate, but my question went to the technical aspects of its failure to cause damage. I see now that this is a CFS3 glitch. Thanks for all of your replies.
 
If you really wanted to get around the problem, convert the loadout of the cannon gondolas to 7.92mm for aiming (add more rounds, too!), and reassign the cannon to the wing guns. That won't be realistic either, but it'll make it easier to kill things...
 
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