PLANE BOMBLOAD QUESTION

Fibber

Charter Member
I have been trying to learn how the configuration of planes work in this game. I have been toying with Rick Sasalas A6, since there are so many good looking repaints of it, and have observed something interesting.
The plane, no matter from where, when it is downloaded, has no DP file, so I imported one in from the Alphasim model. The desired bombload then will appear in the preview for "Quickflight". However, when I load the plane in the actual game "quick flight" the desired bombloads will not appear! In addition the bombload that does appear will not release at all.
Where is it delineated what will actually appear in the game and make the load drop on command? Is it in the plane.cfg file? I have been reading Calebs section and so far I can't grasp it, maybe I am looking past the answer that is there.
There doesn't seem to be no "Ito" desire here, as there was one that has some bombs release but it is from the body and not the wings. In addition, some have written that they have e-mailed Sasala and never received replies before posting.
The planes are really good looking and fly well but would still like to find the original A-6Ebomb.zip and A-6Etank.zip files and some answers.
 
Ordinance is specified and positioned via the dp file.

Throwing in a dp file from another plane is not a good idea. It will do weird things. Bombs won't show up because they are postioned inside the wings or fuselage - or they may be hanging several feet below the plane, etc. How the weapons release (or if) is also specified in the dp file. You also have to have the weapons themselves loaded in the Objects dp file and the Scenedb / weapons folder The dp file can't use/show what is not there.

Besides the ordinance, the dp file defines the damage profile for various parts of the plane. If it is from another plane, your damage boxes could be nowhere near the actual aiplane parts.

Other effects such as exhaust smoke, afterburner glow etc are also called out in the dp.
 
A6 Intruder

Fibber,

It sounds like you are in the initial stages of converting an FS aeroplane over to CFS 2.

The DP file is key here as well as the panel and possibly some work to the .mdl file.

I tried to locate the A6 by Rick Sasalas to check it out, but Simviation and Flightsim.com don't recognize his name on a search. Please post a link to it for the zip file name and we'll take a look at it. If it is an FS 7 or FS 8 aircraft, a conversion should be pretty straight forward. If an FS 9 aircraft, perhaps Pepi or one of our other experts might take a look at it.
 
CAPTAIN KURT

Thanks for the comeback. Where in the DP file is a release mechanism delineated? Can't seem to figure out which one it is.
 
JAG

I found it at AVSIM. http://avsim.com/ In the search I put in Rick Sasala and all the palnes and repaints came up. His original A-6bomb.zip was on page 2, near the bottom. I would attach the file but I don't want to cause a uproar if it is not supposed to be here.
It is listed as a 2002 plane but it flies, and handles, well in CFS2 except for the ordnance.
 
Hi Fibber

If you are going to be modifying a dp you should have the tool dpedit. It will make it a lot easier as it can give you a visual reference of approximately where is hardpoint is located. View attachment 33322
Also here is a good basic dp edit tutorial. View attachment 33323

You can have a lot of fun editing the dp once you play with it a bit.

Look for the following in the dp file:

[HARDPOINTS] defines where the ordinance attaches
mount.0=-2.37,-0.65,0.01
mount.1=2.31,-0.65,0.01
mount.2=-2.9936,-0.5,-0.1
mount.3=2.9936,-0.5,-0.1
mount.4=-2.9936,-0.65,-0.1
mount.5=2.9936,-0.65,-0.1
mount.6=-3.05,-0.75,-0.1
mount.7=3.05,-0.75,-0.1
mount.8=-2.93,-0.75,-0.1
mount.9=2.93,-0.75,-0.1
mount.10=-2.38,-0.58,0.07
mount.11=2.32,-0.58,0.07

[PAYLOADS] Defines the payload name which is listed in the last section [STRINGS]
payload.0=%payload_name.0%
payload.1=%payload_name.1%
payload.2=%payload_name.2%
payload.3=%payload_name.3%
payload.4=%payload_name.4%
payload.5=%payload_name.5%
payload.6=%payload_name.6%
payload.7=%payload_name.7%

[PAYLOAD.0] defines each individual payload the plane can carry
; Payload = Guns Only
[PAYLOAD.1]
; Payload = Guns Only Long Range
mount.10=wep_us_75gal_tank, 1, 11
mount.11=wep_us_75gal_tank, 1, -1
[PAYLOAD.2]
; Payload = Bombs 250 lbs
mount.0=wep_FDG_us_250lb_gp, 1, -1
mount.1=wep_FDG_us_250lb_gp, 1, 0
[PAYLOAD.3]
; Payload = Bombs 500 lbs
mount.0=wep_FDG_us_500lb_gp, 1, -1
mount.1=wep_FDG_us_500lb_gp, 1, 0
[PAYLOAD.4]
; Payload = Bombs 1000 lbs
mount.0=wep_FDG_us_1000lb_gp, 1, -1
mount.1=wep_FDG_us_1000lb_gp, 1, 0
[PAYLOAD.5]
; Payload = M10 Rocket Launcher
mount.2=wep_FDG_M10_Launcher, 1, 0
mount.3=wep_FDG_M10_Launcher, 1, 0
mount.4=wep_FDG_4.5_Rocket, 1, -1
mount.5=wep_FDG_4.5_Rocket, 1, 4
mount.6=wep_FDG_4.5_Rocket, 1, 4
mount.7=wep_FDG_4.5_Rocket, 1, 4
mount.8=wep_FDG_4.5_Rocket, 1, 4
mount.9=wep_FDG_4.5_Rocket, 1, 4
[PAYLOAD.6]
; Payload = M10 Rockets Long Range
mount.2=wep_FDG_M10_Launcher, 1, 0
mount.3=wep_FDG_M10_Launcher, 1, 0
mount.4=wep_FDG_4.5_Rocket, 1, -1
mount.5=wep_FDG_4.5_Rocket, 1, 4
mount.6=wep_FDG_4.5_Rocket, 1, 4
mount.7=wep_FDG_4.5_Rocket, 1, 4
mount.8=wep_FDG_4.5_Rocket, 1, 4
mount.9=wep_FDG_4.5_Rocket, 1, 4
mount.10=wep_us_75gal_tank, 1, 11
mount.11=wep_us_75gal_tank, 1, -1
[PAYLOAD.7]
; Payload = M10 Rockets Bombs 500lb
mount.0=wep_FDG_us_500lb_gp, 1, -1
mount.1=wep_FDG_us_500lb_gp, 1, 0
mount.2=wep_FDG_M10_Launcher, 1, 0
mount.3=wep_FDG_M10_Launcher, 1, 0
mount.4=wep_FDG_4.5_Rocket, 1, -1
mount.5=wep_FDG_4.5_Rocket, 1, 4
mount.6=wep_FDG_4.5_Rocket, 1, 4
mount.7=wep_FDG_4.5_Rocket, 1, 4
mount.8=wep_FDG_4.5_Rocket, 1, 4
mount.9=wep_FDG_4.5_Rocket, 1, 4

[MISC_DATA] defines plane performance, what country its from, and date it can first enter the game
unit_family=1
category=1
allegiance=3
max_group_size=8
min_speed=165
cruise_speed=434
max_speed=703
min_alt=50
cruise_alt=7519
max_alt=12771
entered_service=5/5/43
crew=1

[STRINGS] defines name of each damage box and each payload
"box_name.0"=Nose
"box_name.1"=Fuselage
"box_name.2"=Pilot
"box_name.3"=Port Wing
"box_name.4"=Port Wing Tip
"box_name.5"=Starboard Wing
"box_name.6"=Starboard Wing Tip
"box_name.7"=Tail (forward)
"box_name.8"=Tail (aft)
"box_name.9"=Port Elevator
"box_name.10"=Starboard Elevator
"box_name.11"=Rudder
"box_name.12"=Vertical Tail Sturcture
"box_name.13"=Horizontal Tail Structure
"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"=Fuselage Structure
"system_name.7"=Rudder Cntrl Cable
"system_name.8"=Bomb Release
"system_name.9"=Elevator Cntrl Cable
"system_name.10"=Port Wing Structure
"system_name.11"=Port Guns
"system_name.12"=Port Flap
"system_name.13"=Port Ail. Cntrl Cable
"system_name.14"=Port Gear
"system_name.15"=Port Wing Tip Structure
"system_name.16"=Port Aileron
"system_name.17"=Port Fuel Tank
"system_name.18"=Starboard Wing Structure
"system_name.19"=Starboard Guns
"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"=Starboard Fuel Tank
"system_name.26"=Tail (fwd) Structure
"system_name.27"=Tail (rear) Structure
"system_name.28"=Rudder
"system_name.29"=Port Elevator
"system_name.30"=Starboard Elevator
"payload_name.0"=Guns Only
"payload_name.1"=Guns Only Long Range
"payload_name.2"=Bombs 250 lbs
"payload_name.3"=Bombs 500 lbs
"payload_name.4"=Bombs 1000 lbs
"payload_name.5"=M10 Rocket Launcher
"payload_name.6"=M10 Rockets Long Range
"payload_name.7"=M10 Rockets Bombs 500lb
 
CAPT KURK

Thanks! I was mosseing down that apth but aways better to have a road map.:salute: Otherwise it is like a blind man in a minefield, Never a happy ending.
 
Required Reading

Anyone who is trying to understand anything about how dp file, config files, model files, textures etc. work needs to bookmark and then memorize this site

http://www.cfgse.calebflerk.com/

You can find out all about dp files (among other things) here.

Gavin
 
gavinc

GAV;
HAve the site bookmarked and read through it before I even posted. Just that I couldn't seem to grasp where the actual release command comes from. Maybe I am looking past the trees while seeing the forest
 
GAV;
HAve the site bookmarked and read through it before I even posted. Just that I couldn't seem to grasp where the actual release command comes from. Maybe I am looking past the trees while seeing the forest

Hi Fibber,
Sorry - I didn't notice that you had already read Calebs advice.

The first thing that you need is to make sure that there is a gunstation section that is defined for bombs

This is from the MS default Kate
[GUNSTATIONS]
; Tail Gun
gunstation.0=0,57,2,0.06,750,2,0.01,700,0,100,1d1*9,0,0.85,-2.6,-10,0,179,-70,70,75,-20,0.2
;
gunstation.1=3,21,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0
;
gunstation.2=5,62,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

The first number after the equals sign defines the type of weapon (3 is bomb)

Then you need a matching entry in the [GUNS] section for each gunstation

again from the default Kate
[guns.1]
gun.0=7,0,0,0,0,0,0,0

Then you need to define the hardpoints and payloads as explained by Captain Kurt.

The secret of getting the payload to drop is in the last entry of the payload line

If we look at Payload 1 for the default Kate.

[PAYLOAD.1]
; Payload = Bombs Heavy 250Kg x 2 Salvo
mount.2=wep_pylon_ja_wing, 1, 0
mount.3=wep_ja_250kg_gp, 1, 5
mount.4=wep_pylon_ja_wing, 1, 0
mount.5=wep_ja_250kg_gp, 1, -1

Mount 2 and mount 4 are for the weapon pylons. The 0 at the end of the line indicates that they are non-droppable.

Mount 5 is a bomb, the -1 at the end tells CFS 2 that this weapon is selectable and droppable.

Mount 3 is also a bomb. The 5 at the end says that this weapon will be selected and dropped at the same time as the weapon on mount 5.

If you attach your dp file maybe we can help you sort out what is going wrong.

Gavin
 
Fibber said:
The desired bombload then will appear in the preview for "Quickflight". However, when I load the plane in the actual game "quick flight" the desired bombloads will not appear! In addition the bombload that does appear will not release at all.

This part of tyour message leads me to believe this is one of those planes that need to be run through convertMDL.exe for conversion into CFS2
 
Japlance I think you have pinpointed the problem.

Fibber has a DP copied from an Alphasim plane. As long as he has given it the name of the Rick Sasalas A6 .air file the triggers and loads should work even if the hard points are not in the right place. The model needs patching to make the load outs show.
 
Payloads that show in the QC preview screen, but fail to display in game

I've come across this a couple of times & it usually indicates that the hardpoint "mount" numbering sequence is incorrect.

The most common error is people forget the start with "mount.0". If there's no mount.0, even if it's not in use for that particular payload, then the payload won't show in the game.

Hope this helps a bit.
 
UPDATE

I got the ordnance to load and drop. Now I just have to get hold of the aviation ordnance boats and tell him to nuzzle the load up to the racks some more. One thing is strange and I think it may be in the A/c mdl. is that there is always two fuel pods on the inboard racks and 4 bombs on both outboard racks. Can't seem to remove them and they always appear even with the bombs over them.

Gavinc\Kurt thanks for the flashlight as I go down the dark alley:running:...and Gav, really sorry about my confusion. Should have known better.:salute:
 
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