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Maxstuka Ship Improvements

Maxstuka

Charter Member
Maxstuka ship improvements - Packages 1 through 6 released!

326814248235792329.jpg

A new entry has been added to Add-Ons Library, category CFS 2 Utilities Add-ons

Description: Images and pictures about different variants of aircraft

Recopilation and edition by Maxstuka.

To check it out, rate it or add comments, visit Maxstuka_Aircraft_Images.zip
The comments you make there will appear in the posts below.
 
Maxstuka_Ships_Images.zip

601114248264414397.jpg

A new entry has been added to Add-Ons Library, category CFS 2 Utilities Add-ons

Description: Images of ships

Recopilation and edition by Maxstuka.

To check it out, rate it or add comments, visit Maxstuka_Ships_Images.zip
The comments you make there will appear in the posts below.
 
I can not understand, help setting flak.Ship proyects.

Hi, Is it possible to get 1 flak per 1 bullet ?.

I can not search the value problem. I can not find any .dp of ship to do it.

For example the E-boat

[GUNSTATIONS]
gunstation.0=4,-1,1,0.60,549,3,0.08,3668.5728,4,40,1d1*10,0,0,0,0,0,0,-180,180,80,0,4.82
[guns.0]
gun.0=1250,-0.1,0,0,0,0,1

How I can set that when the ship open fire there is not flak without first started as visible projectile?.
 
Last edited:
I solved parcial the problem using, this value in red

gunstation.0=4,-1,1,0.60,549,3,0.08,3668.5728,4,40,1d1*10,0,0,0,0, 0,0,-180,180,80,0,4.82

I change it by 100, and increase the visible proyectiles, 100 is maximun more values are not registred by the game.

any expert in .dp?, meaby exist another solution or complement idea.
 
:untroubled:

I find the solution!.

gunstation.0=4,-1,1,0.60,549,3,0.08,3668.5728,4,100,1d1*10,0,0,0,0, 0,0,-180,180,80,0,4.82


The reds values have to be equal, so if the rate of the weapon is 0.60 , 0.08 is not the same!. so change it by 0.60 and the value in Green need to be forever 100.


gunstation.0=4,-1,1,0.60,549,3,0.60,3668.5728,4,100,1d1*10,0,0,0,0, 0,0,-180,180,80,0,4.82

happy!.but hours with trial and error and start and out of the game.:a1089:
 
Interesting stuff!

So the settings you have discovered mean that for every bullet fired a burst of flak in the air happens?

If so, does this affect the frame rates?

Shessi
 
Interesting stuff!

So the settings you have discovered mean that for every bullet fired a burst of flak in the air happens?

If so, does this affect the frame rates?

Shessi

You can test my example, It was in the stock model E-boat.

I am setting and testing this with 8 x 5"25inch guns in CL-40 Brooklyn.
 
Part 1

I've posted this info before but I'll do it again.

This is from DPeD in the "How To" doc.

[GUNS] window:
~~~~~~~~~~~~~~
This window controls the armaments definitions.
[Trigger] is a trigger button. The value may 0,1,2 or 3. The values
correspond to each 1-4 key on a keyboard. If the "No Weapons" is specified,
the [GUNSTATIONS] and [GUNS] sections are not written in a DP file. If
the plane has no armaments, you may select "No Weapons".
[Spec] defines armaments specification. The value may 1,2,4 or 8.
[Part] is a part of this armament which is defined in the [PARTS] window.
In case you want to set armament which is not in a PARTS section, you
can set the number directory into the right window. For example, bombs(21)
and Torpedoes(62) of CFS2 are not in PARTS section.
[Round] is an interval of fire. "0.06" means 1000 rounds per minute.
[Speed] is an initial speed in (meters/second).
[Trace] is a term how long CFS traces its trajectory in second.
[Flush] means muzzle flush. Ordinary value for guns are "0.01" and
cannons are "0.05".
[Range] is concerning the timing when AI planes start shooting. When
you close towards an AI plane, the closer you are to this [Range], the AI
plane will start shooting at you.
[Sound] defines the shooting sound (eg cannon or machine gun).
[Tracer] is a percentage of a tracer (it is adviseable to keep this value
below 80% as it will affect graphics/game speed!).
[Dice] is a damage dice. "1d1*" means unit of a dice. If a value following
the "1d1*" is larger, the damage will occur to a larger area. Ordinary values
are followings.
7.7mm = 8
12.7mm = 13
20 mm = 20
30 mm = 30
90LB Rocket=3000
110LB Bomb =6000
An explosion warhead value may 1.4 to 3 times as big.
[Offset] is an offset value from the CG (center of gravity) in meters.
[Pitch] is UP/DOWN angle.
[Bank] is for swivel guns.
[L/R angle] is a horizontal heading in degrees. Forward = 0, Right = 90,
Left = -90, Backward = 180(-180).
[Swivel Limit] is a limit angle of swivel guns. Neutral position is
defined by [Pitch][Bank][L/R angle].
Swivel guns are only effective when the plane controls them - AI. Otherwise
the gun will fixed to neutral direction.
[Weight] is a weight of bullet in ounces (be aware that this armament weight
is added to that of the fuel and then the aircraft's dry-weight to give
a total weight!).

part two comes from the forum posts...
 
Part 2

DP NOTES ON GUN STATTIONS

[GUNSTATIONS]
gunstation.0= 0, 2, 1, 0.01, 870, 4, 0.01, 1000, 2, 40, 1d1*16, 0.55, 0.25, 2.2, 0.128056, 0, 0.1, 0, 0, 0, 0, 0.5

[GUNSTATIONS]
gunstation.{A}0={B}0,{C}2,{D}1,{E}0.01,{F}870,{G}4 ,{H}0.01,{I}1000,{J}2,{K}40,{L}1d1*16,{M}0.55,{N}0 .25,{O}2.2,{P}0.128056,{Q}0,{R}0.1,{S}0,{T}0,{U}0, {V}0,{W}0.5

A. Gunstation number: (sequential) this will be the number to associate individual guns with (note that there is no particular weapon related to any particular gunstation number. Add as many as you want).
B. Trigger type: 0=Mach Gun 1=Cannon 2=Rocket 3=Bomb
C. System association (see last number for each entry in [SYSTEMS]
D. Gun type: 1=Mach gun 2=Canon 4=Rocket 8=Bomb
E. Rate of fire (divide rounds/second into 1) Example: 50 rounds/sec = 1/50 = .02
F. Muzzle velocity: meters/sec (zero for Rockets & Bombs)
G. Round life (seconds round is tracked by simulation)
H. Muzzle flash: MS says flashes/sec. I disagree; I think this is actually 1/(flashes/sec). Typical values are .01 to .05
I. Range that AI aircraft begin firing (Meters)
J. Sound: 0= .303/7.62mm 2= .50 3= 13mm 4= 20mm 5= 30mm (set Bomb/Rocket to zero)
K. Tracer %
L. Damage dice: Typical values: 1d1*10 for .303, 1d1*14 for .50, 1d1*24 for 20mm, Rocket 1d1*300-3000, Bomb 1d1*600-6000 (this is the projectile's destructive power)
M. Gunstation X offset (Meters)
N. Gunstation Y offset (Meters)
O. Gunstation Z offset (Meters)
P. Pitch: angle of gunstation up/down (degrees) I suggest using similar angle values from other .dps in CFS. But if you must try calculating… The acceleration affects of gravity on objects is independent of their weight. If you disregard the aerodynamic properties of the projectile and assume it falls at the same rate as any dropped object, then you can use -4.877t2 (t is the travel time of the projectile to its target) to determine how far the bullet drops in horizontal flight. I would guess the average speed of the projectile is somewhere between its muzzle velocity and half that. I'm not going to add the plane's airspeed since the target is probably going just as fast. So let's take a target 1000 meters out, muzzle velocity of 870m/sec: t = 1000 / [(870 + 435) / 2] = 1.53 sec. This results in a drop of -4.877(1.532) = -11.42m. Now calculate an angle using tan ? = X/Z where X = X drop and Z = distance to target. Keep in mind this is a very simplified approach and not the proper way to do ballistic calculations, however I doubt the MS simulation is much more complicated or accurate. Also, all this does you little good in the heat of battle when you're pulling hard on the stick in a 20 degree climb with 30 degrees of roll. That's what the tracers are for.
Q. Bank: angle of gunstation left/right (degrees) Again, I suggest using similar weapon/angle values from other .dps in CFS. If you really must calculate, remember: tan ? = X/Z where X = X offset and Z = distance to target.
R. Heading: heading of gunstation (degrees)(Example: A rear facing AI gunstation may have a heading of 180)
S. Constraint Angle left (max rotation angle for AI guns)
T. Constraint Angle right (max rotation angle for AI guns)
U. Constraint Angle up (max rotation angle for AI guns)
V. Constraint Angle down (max rotation angle for AI guns)
W. Round weight (oz)
 
I set the Brooklyn CL-40 5 inch guns.

[GUNSTATIONS]
; 5 inch Gun0
gunstation.0=4,-19,1,3.00,944.88,7,0.01,14538,7,100,1d1*120,11,15,20,0,0,90,-180,180,90,-10,800
; 5 inch Gun1
gunstation.1=4,-20,1,3.00,944.88,7,0.01,14538,7,100,1d1*120,-11,15,20,0,0,270,-180,180,90,-10,800
; 5 inch Gun2
gunstation.2=4,-21,1,4.00,944.88,7,0.01,14538,7,100,1d1*120,13,13,17,0,0,90,-180,180,90,-10,800
; 5 inch Gun3
gunstation.3=4,-22,1,4.00,944.88,7,0.01,14538,7,100,1d1*120,-13,13,17,0,0,270,-180,180,90,-10,800
; 5 inch Gun4
gunstation.4=4,-23,1,5.00,944.88,7,0.01,14538,7,100,1d1*120,13,13,-15,0,0,90,-180,180,90,-10,800
; 5 inch Gun5
gunstation.5=4,-24,1,5.00,944.88,7,0.01,14538,7,100,1d1*120,-13,13,-15,0,0,270,-180,180,90,-10,800
; 5 inch Gun6
gunstation.6=4,-25,1,6.00,944.88,7,0.01,14538,7,100,1d1*120,13,13,1,0,0,90,-180,180,90,-10,800
; 5 inch Gun7
gunstation.7=4,-26,1,6.00,944.88,7,0.01,14538,7,100,1d1*120,-13,13,1,0,0,270,-180,180,90,-10,800



I do not like to all the guns start in the same time, I was change the rate per second, but this is not a good way.

Any know if exist a delay value?. I am testing the [Trace] is a term how long CFS traces its trajectory in second.
The Vn models has 7 like ,stándar value, but cfs2 stock 5 inch has 4. look it is in Green oscure.

I do not understand Blood_Hawk23, if it is a value to acurrate the gunfire, a distance of trajectory or a delay value. Any can explain more about this value called "Trace"?
 
Nooo, tracer not!. I say Round life (seconds round is tracked by simulation)

what is this value?.I do not understand. if it is a value to acurrate the gunfire, a distance of trajectory or a delay value
 
My guess...

CFS2 seems to track the trajectory for about 2 seconds. you can change the number but it doesn't seem to do anything. Trace and Round life are the same thing. I think it is hard coded into CFS2's ballistics calculator. I think it was to keep it from becoming overloaded. we are talking about machine guns not just cannons. so they had to keep it simple. I haven't tested this fully.

If this is true then at 944.88 (round this up or down to 944 or 945) mps (meters per second), the tracked range is 1890 Meters. After that the game doesn't show the the tracers. Now that would be my guess. you'll have to test it. Now it will still engage at 14538 depending on the difficultly. If the ship is set to ACE or VETERAN then it might see you at that range. It may also depend on their aggression level. There is more to the game then just the DP stats when you test this sort of thing. lower training and aggression should throw in different variables.

So here is the test...

-Set the tracer % to 100%.

-Set the ship to ACE and Aggressive.

-Start the mission at 16000 Meters out from the ship.

If what I'm saying is correct then the ship should start firing at 15000 to 13000 meters. But the tracers shouldn't display beyond 2000 meters. now this may not include the flak burst. I think that is displayed based on the target more then the actual track of the round. I could be wrong.

Let me know what you get.
 
Muzzle flush is the effect you see when you shoot your guns. I think it was suppose to be Flash not Flush. I think the size is also increased. lets face it a MG is a lot smaller then a cannon. Again I'm not sure this is a guess. to test it just increase it to 1 or 2 on your aircrafts MGs. do it to one gun and you can compare. I don't think it factors in to the ballistics at all. Its only for effect.

so what does effect the guns in the DP. what I have found is [ROUND], [SPEED], [RANGE], [PITCH], [BANK], [L/R ANGLE] and [WEIGHT]. Pitch , bank and l/r angle will effect accuracy. there are a few examples but for now I'll skip it.

having an accurate [Round] will give the best looking rate of fire. match the tracer % to that will help improve the look.

most US aircraft had one tracer in every 5 rounds. so that would be 75% for trace. the most I've ever heard of was 1 in 3 rounds. the least was 1 in 10. now for WWI this isn't a factor until 1917 late 1916 at the earliest. since tracer rounds were not used until then.

these are all purely a guess based on what I've seen.
 
Hi blood_hawk23
I just reconfigured the list of ships:

Brooklyn
StLouis
Wichita
Cleveland
Baltimore
Atlanta

and Allen fix the big size of Brooklyn and Stlouis.

So next I will upload. but I need to you look the Baltimore .dp.

all the 40mm Gun are the MK 12 Quadruple mount of 40 mm Bofors guns, my question is.
how is the rate of fire of stock cfs2 bofors? and how is the 5 inch guns?

This is a extrac of Indiana(south Dakota) stock cfs2
40mm
gunstation.4=4,-25,1,6.00,847.344,3,0.01,3840,6,20,1d1*32,-0.384,22.528002,25.216002,0,0,0,-180,180,75,-10,32
gunstation.5=4,-26,1,6.00,847.344,3,0.01,3840,6,20,1d1*32,-12.160001,15.744001,19.584002,0,0,0,-180,90,75,-10,32
gunstation.6=4,-27,1,6.00,847.344,3,0.01,3840,6,20,1d1*32,11.392001,15.744001,20.096001,0,0,0,-90,180,75,-10,32
5 inch
gunstation.7=4,-28,1,12.00,944.88,4,0.01,14538,7,20,1d1*120,-14.848001,20.224001,-2.432,0,0,0,-180,0,75,-10,800
gunstation.8=4,-29,1,12.00,944.88,4,0.01,14538,7,20,1d1*120,14.336,20.224001,-2.432,0,0,0,0,180,75,-10,800


I think it is not ok, the 5 inch guns dual in real life has 20 round per minut, so it is some like 5, but in the game it has 12.
another question is about 6.do you think it is slow?.


Here my .dp for Baltimore(nightmare for aircrafts).

[GUNSTATIONS]
; 5 inch Gun0
gunstation.0=4,-23,1,5,944.88,7,0.01,14538,7,20,1d1*120,0,13,25,0,0,0,-180,180,90,-10,800
; 5 inch Gun1
gunstation.1=4,-19,1,5,944.88,7,0.01,14538,7,20,1d1*120,13,13,20,0,0,90,-180,180,90,-10,800
; 5 inch Gun2
gunstation.2=4,-20,1,5,944.88,7,0.01,14538,7,20,1d1*120,-13,13,20,0,0,270,-180,180,90,-10,800
; 5 inch Gun3
gunstation.3=4,-21,1,5,944.88,7,0.01,14538,7,20,1d1*120,13,13,-17,0,0,90,-180,180,90,-10,800
; 5 inch Gun4
gunstation.4=4,-22,1,5,944.88,7,0.01,14538,7,20,1d1*120,-13,13,-17,0,0,270,-180,180,90,-10,800
; 5 inch Gun5
gunstation.5=4,-24,1,5,944.88,7,0.01,14538,7,20,1d1*120,0,13,-30,0,0,180,-180,180,90,-10,800
; 40mm Gun6
gunstation.6=4,-19,1,1.25,847.344,4,0.01,6797,6,20,1d1*32,0,13,100,0,0,0,-180,180,90,-10,32
; 40mm Gun7
gunstation.7=4,-19,1,1.25,847.344,4,0.01,6797,6,20,1d1*32,13,13,40,0,0,90,-180,180,90,-10,32
; 40mm Gun8
gunstation.8=4,-20,1,1.25,847.344,4,0.01,6797,6,20,1d1*32,-13,13,40,0,0,270,-180,180,90,-10,32
; 40mm Gun9
gunstation.9=4,-21,1,1.25,847.344,4,0.01,6797,6,20,1d1*32,13,13,8,0,0,90,-180,180,90,-10,32
; 40mm Gun10
gunstation.10=4,-22,1,1.25,847.344,4,0.01,6797,6,20,1d1*32,-13,13,8,0,0,270,-180,180,90,-10,32
; 40mm Gun11
gunstation.11=4,-19,1,1.25,847.344,4,0.01,6797,6,20,1d1*32,13,13,-8,0,0,90,-180,180,90,-10,32
; 40mm Gun12
gunstation.12=4,-20,1,1.25,847.344,4,0.01,6797,6,20,1d1*32,-13,13,-8,0,0,270,-180,180,90,-10,32
; 40mm Gun13
gunstation.13=4,-21,1,1.25,847.344,4,0.01,6797,6,20,1d1*32,13,13,-16,0,0,90,-180,180,90,-10,32
; 40mm Gun14
gunstation.14=4,-22,1,1.25,847.344,4,0.01,6797,6,20,1d1*32,-13,13,-16,0,0,270,-180,180,90,-10,32
; 40mm Gun15
gunstation.15=4,-21,1,1.25,847.344,4,0.01,6797,6,20,1d1*32,13,13,-27,0,0,90,-180,180,90,-10,32
; 40mm Gun16
gunstation.16=4,-22,1,1.25,847.344,4,0.01,6797,6,20,1d1*32,-13,13,-27,0,0,270,-180,180,90,-10,32
; 40mm Gun17
gunstation.17=4,-19,1,1.25,847.344,4,0.01,6797,6,20,1d1*32,0,13,-110,0,0,0,-180,180,90,-10,32

[guns.0]
gun.0=10000,0,0,-0.5,0,0,1,10000
gun.1=10000,0,0,0.5,0,0,1,10000
[guns.1]
gun.0=10000,0,0,-0.5,0,0,1,10000
gun.1=10000,0,0,0.5,0,0,1,10000
[guns.2]
gun.0=10000,0,0,-0.5,0,0,1,10000
gun.1=10000,0,0,0.5,0,0,1,10000
[guns.3]
gun.0=10000,0,0,-0.5,0,0,1,10000
gun.1=10000,0,0,0.5,0,0,1,10000
[guns.4]
gun.0=10000,0,0,-0.5,0,0,1,10000
gun.1=10000,0,0,0.5,0,0,1,10000
[guns.5]
gun.0=10000,0,0,-0.5,0,0,1,10000
gun.1=10000,0,0,0.5,0,0,1,10000
[guns.6]
gun.0=10000,0,0,0,0,0,1,10000
[guns.7]
gun.0=10000,0,0,0,0,0,1,10000
[guns.8]
gun.0=10000,0,0,0,0,0,1,10000
[guns.9]
gun.0=10000,0,0,0,0,0,1,10000
[guns.10]
gun.0=10000,0,0,0,0,0,1,10000
[guns.11]
gun.0=10000,0,0,0,0,0,1,10000
[guns.12]
gun.0=10000,0,0,0,0,0,1,10000
[guns.13]
gun.0=10000,0,0,0,0,0,1,10000
[guns.14]
gun.0=10000,0,0,0,0,0,1,10000
[guns.15]
gun.0=10000,0,0,0,0,0,1,10000
[guns.16]
gun.0=10000,0,0,0,0,0,1,10000
[guns.17]
gun.0=10000,0,0,0,0,0,1,10000

Any correction to add?.or indication?.Help me please!.
quad 40mm bofors was setting 1.25 in rate of fire, do it corret?.
 
Finnish Bofors 40 mm. This gun mounts the original reflector sights, and lacks the armor found on British examples.The prototype was completed and fired in November 1931, and by the middle of the month it was firing strings of two and three rounds. Changes to the feed mechanism were all that remained, and by the end of the year it was operating at 130 rounds per minute. Continued development was needed to turn it into a weapon suitable for production, which was completed in October 1933. Since acceptance trials had been passed the year before, this became known as the 40 mm akan M/32. Most forces referred to it as the Bofors 40 mm L/60, although the barrel was actually 56.25 calibers in length, not the 60 calibers that the name implies.

The gun fired a 900 g (2.0 lb) high explosive 40 × 311R (rimmed) shell at 850 m/s (2,800 ft/s). The rate of fire was normally about 120 rounds per minute (2.0 rounds per second), which improved slightly when the barrels were closer to the horizontal as gravity assisted the feeding from the top-mounted magazine. In practice firing rates were closer to 80–100 rpm (1.3-1.7 rounds per second), as the rounds were fed into the breech from four round clips which had to be replaced by hand. The maximum attainable ceiling was 7,200 m (23,600 ft), but the practical maximum was about 3,800 m (12,500 ft).


40mm Bofors quadruple
yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D
:
480rpm (0.5 rounds per second)

Twin 40 mm Bofors
yH5BAEAAAEALAAAAAABAAEAQAICTAEAOw%3D%3D
:
240rpm (1.0 rounds per second)

single 40 bofors:
120rpm (2.0 rounds per second)

20mm Flak 30 - 280 rpm cyclic, 120 rpm practical
20mm Flak 38 - 450 rpm cyclic, 220 rpm practical, 6 man crew
20mm Flakvierling 38 - 1800 cyclic, 760 rpm practical
20mm MG151/20 - 700 rpm cyclic
20mm 20/65 Breda - 230 rpm cyclic, 150 rpm practical
20mm 20/77 Scotti - 240 rpm cyclic, 120 rpm practical
20mm Oerlikon - 450 rpm cyclic, 285 rpm practical
20mm Madsen - 400 rpm cyclic, 225 rpm practical
20mm twin ItK/40 VKT - 1400 rpm cyclic, 720 rpm practical
37mm 37/54 Breda - 200 rpm cyclic, 140 rpm practical
twin 37/54 Breda - no information
37mm Flak 18, 36 and 37 - 160 rpm cyclic, 90 rpm practical
37mm Flak 43 - 240 rpm cyclic, 150 rpm practical
37mm Flakzwilling 43 - 500 rpm cyclic, 330 rpm practical
40mm Bofors - 140 rpm cyclic, 120 rpm practical, 6 man crew
47mm Kanon PL vz.37, Flak 37(t) - 25 rpm maximum, 15 rpm practical
50mm Flak 41 - ? rpm maximum, 130 rpm practical
50mm Gerat 58 - 140 rpm maximum, ? rpm practical
50mm Flak 214 - ? rpm maximum, 145 rpm practical

15 mm MG151/15 – 900 rpm cyclic
20 mm Flak 38 - 480 rpm cyclic
20 mm Gebirgsflak 38 - 480 rpm cyclic, 220 rpm practical
25 mm Flak Hotchkiss 38/39(f) - 350 rpm cyclic
30 mm Flak 103/38 - 420 rpm cyclic
30 mm Flak 303/38 - 420 rpm cyclic
37 mm Flakzwilling 43 - 300 rpm practical

The 15 mm MG151/15 and 20 mm MG151/20 were only used as Flak in a triple mount version.
A couple of points of detail: the MG 151 fired at around 700-740 rpm regardless of whether it was in 15mm or 20mm calibre, and the French 25mm had a cyclic rate of only about 250 rpm.
The 480 rounds per minute is also for Minen Geschoß. The data is from a report from Rheinmetall-Borsig from february 1945



¿this is true?

There nice web site about japan weapons

http://www3.plala.or.jp/takihome/
 
attachment.php


Now bad size fixed by Allen.
attachment.php
 

Attachments

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MS_SHIPS_IMPROVEMENTS_PART1.zip

872114255772071046.jpg

A new entry has been added to Add-Ons Library, category CFS 2 Ships Add-Ons

Description: Maxstuka SHIPS IMPROVEMENTS

It is the attempt to add improvements and arrangements in some ships to get more functionality in cfs2.

MS_SHIPS_IMPROVEMENTS_PART1 contain:

1 USS BROOKLYN
2 USS STLOUIS
3 USS WICHITA
4 USS CLEVELAND

Credits:

All models were made by Virtual Navy Team

Size fixed of BROOKLYN and ST. LOUIS were by Allen

The idea pack, the reconfigured damage profile and smoke effects in this ships, and referent image by Maxstuka AKA Maximiliano Scasso = MS

I was authorized by SOH user crashaz of VN TEAM.Thanks Virtual navy Team!.

To check it out, rate it or add comments, visit MS_SHIPS_IMPROVEMENTS_PART1.zip
The comments you make there will appear in the posts below.
 
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