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Missing systems

RWILLS

Members +
Does anyone have any details on what systems (.dp file) might be using the following numbers?

44
47
48
49 (possibly Port Cheek Gun??)
53
59
60


This is what I have from DPED121
Nose Structure0
Coolant Reservoir1
Oil Reservoir2
Engine One3
Engine Two4
Engine Three5
Engine Four6
Hydraulics Reservoir7
Pilot8
Radio9
Fuel Tank10
Aux Fuel Tank11
Starboard Fuel Tank12
Left Aux Fuel Tank13
Left Tips Fuel Tank14
Port Fuel Tank15
Right Aux Fuel Tank16
Right Tips Fuel Tank17
Fuselage Structure18
Rudder Control Cable19
Bomb Release20
Bomb21
Elevator Control Cable22
Port Wing Structure23
Port Guns24
Port Flap25
Port Aileron Control Cable26
Port Gear27
Port Wing Tip Structure28
Port Aileron29
Starboard Wing Structure30
Starboard Guns31
Starboard Flap32
Starboard Aileron Control Cable33
Starboard Gear34
Starboard Wing tip Structure35
Starboard Aileron36
Tail Fwd Structure37
Tail Aft Structure38
Port Elevator39
Starboard Elevator40
Rudder41
Centre Gear42
Bomb Bay43
44
Machine Guns45
Cannon46
47
48
Port Cheek Gun??49
Starboard Cheek Gun50
Chin Gun51
Upper Gun52
53
Port Waist Gun54
Starboard Waist Gun55
Lower Gun56
Tail Gun57
Coplt Gun58
59
60
Lower Rear Gun61
Torpedo62
 
Best summary was by Captain Kurt sime time ago - so useful I copied it into a txt file & continue to refer to it years later ...

Here you go...
 

Attachments

  • CFS2 DP FILE NOTES.txt
    2.2 KB · Views: 20
Thanks, - that sorts out 47 and 48 at least!

DPED121 shows 11 as Aux Fuel tank


I will try out 49 as a "Port Cheek Gun" and see if it works, - it seems logical that it might be, and possibly 53, 59, 60 might work ok as guns. - I'll post here if they seem to work or not.

I noticed that the (stock) ships don't follow any of the aircraft systems numbering, and just use negative numbers so i'm going to do some testing to confirm if I can knock out individual guns/systems on ships. Also it would be nice to see if a ship can be given an "engine", (or rudder) system and if destroying this might slow it down. Might make for some additional factors in missions where slowing a ship down (Bismark?) becomes the mission objective rather than sinking it.
 
Thanks, - that sorts out 47 and 48 at least!

DPED121 shows 11 as Aux Fuel tank


I will try out 49 as a "Port Cheek Gun" and see if it works, - it seems logical that it might be, and possibly 53, 59, 60 might work ok as guns. - I'll post here if they seem to work or not.

I noticed that the (stock) ships don't follow any of the aircraft systems numbering, and just use negative numbers so i'm going to do some testing to confirm if I can knock out individual guns/systems on ships. Also it would be nice to see if a ship can be given an "engine", (or rudder) system and if destroying this might slow it down. Might make for some additional factors in missions where slowing a ship down (Bismark?) becomes the mission objective rather than sinking it.

About the only way your going to get the ships drive able with engine and ability to steer is by making the game think it's a airplane. It doesn't have to fly but it has to be able to taxi. They might pose a challenge in mission builder also as they are airplanes not ships. That's my two cents worth but of course if somebody knows something I don't here why we would all benefit by telling it.
 
I wasn't really thinking of making the ships driveable for the player, more interested in seeing if they recognised systems when they take damage. For example an AI aircraft will slow down as it gets damage to systems that affect speed. So far though, I've tried defining a large box as an engine system (large easy to hit box with low damage points) on a barge, and it doesn't seem to affect the speed at all as the "engine" gets destroyed. So far, I think the only CFS2 systems that seem to be recognised (and lose performance as they receive damage) on ships/vehicles/infrastructure are the guns.
 
I wasn't really thinking of making the ships driveable for the player, more interested in seeing if they recognised systems when they take damage. For example an AI aircraft will slow down as it gets damage to systems that affect speed. So far though, I've tried defining a large box as an engine system (large easy to hit box with low damage points) on a barge, and it doesn't seem to affect the speed at all as the "engine" gets destroyed. So far, I think the only CFS2 systems that seem to be recognised (and lose performance as they receive damage) on ships/vehicles/infrastructure are the guns.

I see. Yeah aircraft and ships are different. In the aircraft your dp file works in conjunction with the air file system as it’s not a standalone file that tells everything. Nothing really to make a ship slow down other then sinking it. It’s really not controlled by the AI either other than the guns as none will advance or retreat change course but rather follow a pre designed course given it by the mission otherwise it’s just a bunch of anti aircraft gunners shooting from a fixed position on a tiny island just big enough to get on.
 
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