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Range effects and DP boxes

The aiming point for the AI is clearly the 0,0,0 position of the target model.
If the damage box is just 0.05m above the 0,0,0 point then the AI cannon will miss the box every time at a range of 200m, (static AI gun and static target).

The machine gun AI will hit a box 2m wide by 0.45m tall, placed 0.05m above the 0,0,0 point fairly regularly due to it's built in scatter of shot, while the cannon misses this target every time from 200m as it is too accurate aiming for the 0,0,0 point.

This would make something like a Twin Mustang quite difficult for the AI to hit in a stern chase, where both fuselages are well away from the 0,0,0 point.
 
Keep up the good work. The world needs more Smart people. I passed the exam myself but I cheated so glad y’all are here figuring this stuff out.
 
quote

Another interesting discovery is that the co-ordinates for the hit boxes must be in a specific order, in order to register hits/damage. - This would make a box impervious to damage as the aircraft can be used without any issues.

This works, and will take hits;
-4.50,-0.70,1.035,4.50,1.30,-4.56

But this doesn't take any hits even though the box is the same size and shape;
4.50,-0.70,1.035,-4.50,1.30,-4.56

I,m wondering if the attacking direction - rear to front was the reasoning the 1% dp rebuilds , ??
 
At 190m range, the "veteran" AI cannon was able to get 100% of it's shots into a 0.050m x 0.050m target box, centred at the targets 0,0,0 position, and 95% of the shots into a 0.030 x 0.030m box.

In contrast the veteran mg gun was unable to get any hits inside a 0.50 x 0.50m box.
The ace mg got 14% of it's shots into the 0.50 x 0.50m box.

A 4 x 4m box was hit 62% of the time by both the veteran and ace mg.

A 2 x 2m box was hit 18% of the time by the veteran and 44% by the ace mg.


With a target box 8m wide x 5m high, again centred at the target's 0,0,0, both the veteran and ace mg achieved 80% hits.

Moving the target box around shows that the mg is more complex than the cannon, and I think even more so for multiple mg. There are possible implications for how best to harmonize mgs on fighter aircraft.

For interest I set up a slow firing AI "mortar" firing at 50 m/s at 45 degrees elevation, with a few degrees of freedom and this does open fire on me at around the 190 -210m range tested.
gunstation.1=0,-2,2,2.00,54,20,0.01,200,0,100,1d1*250,0.000,1.912,-0.064,-45.0,0,0,-90,90,5,-5,4.6

One thing I'm finding is that some of the buildings I try out to give a reliable and simple target, don't have damage boxes that particularly match the visual model. CD_Barracks_Large_Bergen for example had a damage box that was quite a lot smaller than the visual model. The original .dp has a box that is about 14m long, and the visual model is 80m long! Similar with some aircraft, where you fire away at what you see, only to find that the damage box is somewhere else!
 
I made a slow firing , slow speed cannon (added it to the AF_IJA_75mmType41_MtGun, which didn't actually have a gun!);

gunstation.0=1,-2,2,2.00,68,6.00,0.01,300,0,100,1d1*25,0.000,1.000,0.700,-10.0,0,0,-90,90,10,-10,4.6

This slow muzzle velocity has revealed that there are in fact some anomalies, possibly specific the the ends of runways, and maybe only some runways. Whatever it is, is enough to confuse the AI gunner into thinking that the target is further away than it really is. I think for most situations this is not going to be noticeable though as the faster bullets will have a flat enough trajectory to still hit the target regularly. It doesn't seem to affect the damage caused from hits. AI guns firing from +/-90 (each side) towards the player aircraft seem to be ok. Maybe it's linked to the sometimes rapid burst of speed an AI aircraft has as it's about to land? When I added an AI wingman behind me on the runway, the AI was less affected.

I also found that the AI gunner seems to prefer to have it's gun pointing in the middle of any ability to elevate up/down. So if a gun can fire from 0 to 90 degrees elevation, the AI gunner prefers to have 45 degrees elevation as it's starting point, and have +/-45 freedom. If you start off centre and have unequal up/down elevation freedom in the gunstation then the AI gunner is not so good.

I also tried a slow speed (100 m/s) flak gun and was able to observe the way that the AI gunner predicts where you are going to be when the flak arrives. You can fly along at almost the same speed as the flak and watch what it does. By limiting the slew, I was able to approach a flak gun from behind and see it fire ahead to where I would be before I reached it.
 
You guys appear to know your dp files. I put together one for the Kate using the Aircraft box and system. Seems to work just fine to me shooting them down and being shot down and that aircraft box comes in handy at protecting that nose that ai gunners like shooting off leaving you flying a glider on fire. I post it to see if you can see any issues I might not be aware of before I release the mod.


// DP Damage Texture Fix Added by Corsair Freak
// Roll Damage Fix Added by Corsair Freak
// Added: Box.0 System.0 Aircraft by DeathWind
// Modified by the PHP2 for CFS2 team for better AI performance
// Replaced by KH, on Nov. 2010, stock payloads with Thicko's D4Y 250/60kg GP bombs; B5N ventral racks, torpedo and 800kg AP bomb. Replaced stock 30kg GP with Metal Dream's 30kg IJN GP bomb. Added exhaust smoke effect.

[BOXES]
box.0=%box_name.0%,0,-0.53,-0.36,0.01,-0.52,-0.35
box.1=%box_name.0%,-0.68,-0.74,1.33,0.64,0.76,2.62,33,34,35,36,38,53,54,55,56
box.2=%box_name.1%,-0.68,-0.74,-2.95,0.65,1.07,1.32,37,39,40,41,42,43,44,45,57,58,59,60,61,62,63,64
box.3=%box_name.2%,-0.34,0.13,-1.05,0.34,1.03,-0.26
box.4=%box_name.3%,-6.77,-0.61,-2.14,-0.69,0.22,0.80,100,101,102,103,104,105,106,107,108,109,17,18,19,20,21,22,23,24,25,26,27,28,30,97,98,99
box.5=%box_name.4%,-7.64,0.17,-1.45,-6.80,0.37,0.13,110,111,112,29,31,32
box.6=%box_name.5%,0.66,-0.61,-2.15,6.61,0.22,0.80,1,10,11,12,2,3,4,5,6,7,8,81,82,83,84,85,86,87,88,89,90,9,91,92
box.7=%box_name.6%,6.65,0.17,-1.50,7.62,0.37,0.13,13,14,15,16,93,94,95,96
box.8=%box_name.7%,-0.65,-0.64,-5.21,0.63,0.73,-2.98,46,47,65,66,67
box.9=%box_name.8%,-0.40,-0.46,-7.30,0.37,0.58,-5.23,116,48,68
box.10=%box_name.9%,-2.33,0.04,-6.99,-0.41,0.22,-5.31,117,118,119,120,77,78,79,80
box.11=%box_name.10%,-0.10,0.59,-6.94,0.09,1.86,-5.27,49,50,51,52,69,70,71,72
box.12=%box_name.11%,0.38,0.04,-6.99,2.34,0.22,-5.31,113,114,115,73,74,75,76

[SYSTEMS]
system.0=%system_name.0%,3005,-30
system.1=%system_name.1%,225,0
system.2=%system_name.2%,112,2
system.3=%system_name.3%,169,3
system.4=%system_name.4%,56,7
system.5=%system_name.5%,42,8
system.6=%system_name.6%,14,9
system.7=%system_name.7%,56,10
system.8=%system_name.8%,225,18
system.9=%system_name.9%,14,19
system.10=%system_name.10%,42,20
system.11=%system_name.11%,42,22
system.12=%system_name.12%,225,-1
system.13=%system_name.13%,90,15
system.14=%system_name.14%,70,25
system.15=%system_name.15%,14,26
system.16=%system_name.16%,84,27
system.17=%system_name.17%,84,-2
system.18=%system_name.18%,70,29
system.19=%system_name.19%,225,-3
system.20=%system_name.20%,90,12
system.21=%system_name.21%,70,32
system.22=%system_name.22%,14,33
system.23=%system_name.23%,84,34
system.24=%system_name.24%,84,-4
system.25=%system_name.25%,70,36
system.26=%system_name.26%,225,37
system.27=%system_name.27%,100,57
system.28=%system_name.28%,225,38
system.29=%system_name.29%,112,41
system.30=%system_name.30%,84,39
system.31=%system_name.31%,84,40

[BOXMAPS.0]
; Box = Aircraft
boxmap.0=100,-30

[BOXMAPS.1]
; Box = Nose
boxmap.0=50,0
boxmap.1=5,2
boxmap.2=40,3
boxmap.3=5,7

[BOXMAPS.2]
; Box = Fuselage
boxmap.0=10,8
boxmap.1=5,9
boxmap.2=25,10
boxmap.3=45,18
boxmap.4=5,19
boxmap.5=5,20
boxmap.6=5,22

[BOXMAPS.3]
; Box = Pilot
boxmap.0=100,8

[BOXMAPS.4]
; Box = Port Wing
boxmap.0=30,-1
boxmap.1=20,15
boxmap.2=15,25
boxmap.3=5,26
boxmap.4=10,27
boxmap.5=10,-2
boxmap.6=10,29

[BOXMAPS.5]
; Box = Port Wing Tip
boxmap.0=100,-2

[BOXMAPS.6]
; Box = Starboard Wing
boxmap.0=30,-3
boxmap.1=20,12
boxmap.2=15,32
boxmap.3=5,33
boxmap.4=10,34
boxmap.5=10,-4
boxmap.6=10,36

[BOXMAPS.7]
; Box = Starboard Wing Tip
boxmap.0=100,-4

[BOXMAPS.8]
; Box = Tail (fwd)
boxmap.0=5,19
boxmap.1=5,22
boxmap.2=80,37
boxmap.3=10,57

[BOXMAPS.9]
; Box = Tail (aft)
boxmap.0=5,19
boxmap.1=5,22
boxmap.2=90,38

[BOXMAPS.10]
; Box = Port Horz Stab
boxmap.0=100,39

[BOXMAPS.11]
; Box = Vert Stab
boxmap.0=100,40

[BOXMAPS.12]
; Box = Starboard Horz Stab
boxmap.0=100,41

[EFFECTS.0]
; System = Aircraft
effect.0=99,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,,

[EFFECTS.1]
; System = Nose Structure
Location = 0.003,0.039,1.384
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,

[EFFECTS.2]
; System = Oil Reservoir
effect.0=10,LIBRARY,fx_oilleak_s,
effect.1=30,LIBRARY,fx_oilleak_m,
effect.2=60,LIBRARY,fx_wingfire,
effect.3=95,LIBRARY,fx_airexpl_m,
effect.4=100,BREAK,,

[EFFECTS.3]
; System = Engine
Location = 0.569,0.039,2.011
effect.0=10,LIBRARY,fx_fuelleak_s,
effect.1=30,LIBRARY,fx_engfire_m,
effect.2=60,LIBRARY,fx_engfire_l,
effect.3=95,LIBRARY,fx_airexpl_m,
effect.4=100,BREAK,7,

[EFFECTS.4]
; System = Hydraulics Reservoir
effect.0=10,LIBRARY,fx_fuelleak_m,
effect.1=60,LIBRARY,fx_intsmoke,
effect.2=95,LIBRARY,fx_airexpl_m,
effect.3=100,BREAK,,

[EFFECTS.5]
; System = Pilot
effect.0=15,LIBRARY,fx_pilwound,
effect.1=60,LIBRARY,fx_pilwound,
effect.2=95,LIBRARY,fx_pilkill,
effect.3=100,DEATH,,

[EFFECTS.6]
; System = Radio
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,,

[EFFECTS.7]
; System = Center Fuel Tank
effect.0=10,LIBRARY,fx_fuelleak_s,
effect.1=60,LIBRARY,fx_gastank_l,
effect.2=95,LIBRARY,fx_airexpl_s,
effect.3=100,BOMB,,

[EFFECTS.8]
; System = Fuselage Structure
effect.0=10,LIBRARY,fx_oilleak_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,,

[EFFECTS.9]
; System = Rudder Cntrl Cable
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,,

[EFFECTS.10]
; System = Bomb Release
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,,

[EFFECTS.11]
; System = Elevator Cntrl Cable
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,,

[EFFECTS.12]
; System = Port Wing Structure
Location = -0.698,-0.355,-0.676
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=30,LIBRARY,fx_intsmoke,
effect.2=60,LIBRARY,fx_wingfire,
effect.3=95,LIBRARY,fx_airexpl_s,
effect.4=100,BREAK,1,

[EFFECTS.13]
; System = Port Fuel Tank
Location = -2.644,-0.505,-0.014
effect.0=10,LIBRARY,fx_fuelleak_s,
effect.1=60,LIBRARY,fx_gastank_m,
effect.2=95,LIBRARY,fx_airexpl_l,
effect.3=100,BOMB,,
effect.4=30,LIBRARY,fx_fuelleak_s,
effect.5=60,LIBRARY,fx_gastank_l,
effect.6=95,LIBRARY,fx_airexpl_s,
effect.7=100,BOMB,,

[EFFECTS.14]
; System = Port Flap
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,,

[EFFECTS.15]
; System = Port Ail. Cntrl Cable
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,,

[EFFECTS.16]
; System = Port Gear
effect.0=95,LIBRARY,fx_smkpuff_m,
effect.1=100,BREAK,,

[EFFECTS.17]
; System = Port Wing Tip Structure
Location = 0.647,-0.355,-0.676
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=30,LIBRARY,fx_wingfire,
effect.2=60,LIBRARY,fx_engfire_m,
effect.3=95,LIBRARY,fx_airexpl_m,
effect.4=100,BREAK,4,

[EFFECTS.18]
; System = Port Aileron
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,,

[EFFECTS.19]
; System = Starboard Wing Structure
Location = -5.929,0.11,-0.523
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=30,LIBRARY,fx_engfire_s,
effect.2=60,LIBRARY,fx_wingfire,
effect.3=95,LIBRARY,fx_airexpl_s,
effect.4=100,BREAK,2,

[EFFECTS.20]
; System = Starboard Fuel Tank
Location = 2.377,-0.509,-0.01
effect.0=10,LIBRARY,fx_fuelleak_s,
effect.1=60,LIBRARY,fx_gastank_l,
effect.2=95,LIBRARY,fx_airexpl_l,
effect.3=100,BOMB,,
effect.4=10,LIBRARY,fx_fuelleak_s,
effect.5=60,LIBRARY,fx_gastank_s,
effect.6=95,LIBRARY,fx_airexpl_m,
effect.7=100,BOMB,,

[EFFECTS.21]
; System = Starboard Flap
effect.0=95,LIBRARY,fx_smkpuff_m,
effect.1=100,BREAK,,

[EFFECTS.22]
; System = Starboard Ail. Cntrl Cable
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,,

[EFFECTS.23]
; System = Starboard Gear
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,,

[EFFECTS.24]
; System = Starboard Wing Tip Structure
Location = 5.932,0.121,-0.541
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=30,LIBRARY,fx_intsmoke,
effect.2=60,LIBRARY,fx_wingfire,
effect.3=95,LIBRARY,fx_airexpl_m,
effect.4=100,BREAK,5,

[EFFECTS.25]
; System = Starboard Aileron
effect.0=95,LIBRARY,fx_smkpuff_m,
effect.1=100,BREAK,,

[EFFECTS.26]
; System = Tail (fwd) Structure
Location = -0.004,0.035,-4.674
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,,

[EFFECTS.27]
; System = Tail Gun
effect.0=15,LIBRARY,fx_pilwound,
effect.1=60,LIBRARY,fx_pilwound,
effect.2=95,LIBRARY,fx_pilkill,
effect.3=100,BREAK,,

[EFFECTS.28]
; System = Tail (rear) Structure
effect.0=10,LIBRARY,fx_smkpuff_s,
effect.1=30,LIBRARY,fx_intsmoke,
effect.2=40,LIBRARY,fx_wingfire,
effect.3=95,LIBRARY,fx_airexpl_s,
effect.4=100,BREAK,3,

[EFFECTS.29]
; System = Rudder
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,13,

[EFFECTS.30]
; System = Port Elevator
effect.0=95,LIBRARY,fx_smkpuff_s,
effect.1=100,BREAK,11,

[EFFECTS.31]
; System = Starboard Elevator
effect.0=95,LIBRARY,fx_smkpuff_m,
effect.1=100,BREAK,12,

[EXTRA.0]
location=0.43, -0.495, 1.4
effect=FX_exhsmoke_long_KH

[EXTRA.1]
location=-0.43, -0.495, 1.4
effect=FX_exhsmoke_long_KH


[GUNSTATIONS]
; Type 97 7.7mm Machine Guns
gunstation.0=0,45,1,0.06,750,2,0.01,600,0,40,1d1*11,0.000,0.597,1.868,-0.17916,0,0.00000,0,0,0,0,0.4
; Gunner Tail Type 92 7.7mm Machine Guns
gunstation.1=1,57,2,0.06,750,2,0.01,600,0,40,1d1*11,0,0.85,-2.6,-10,0,179,-70,70,75,-20,0.4
; Bomb Release
gunstation.2=3,20,8,0,0,0,0,0,0,0,0,0.000,0.000,0.000,0.000,0.000,0.000,0,0,0,0,0
; Bomb Release
gunstation.3=5,20,32,0,0,0,0,0,0,0,0,0.000,0.000,0.000,0.000,0.000,0.000,0,0,0,0,0

[guns.0]
gun.0=680,-0.120,0.000,0.700,0,0,1,680
gun.1=680,0.120,0.000,0.700,0,0,1,680

[guns.1]
gun.0=680,-0,0.021,-0.684,0,0,1,680
gun.1=680,0,0.021,-0.684,0,0,1,1,680

[guns.2]
gun.0=3,0,0,0,0,0,0,0

[guns.3]
gun.0=1,0,0,0,0,0,0,0


[HARDPOINTS]
mount.0=-0.075, 0.0, -0.27 // B5N bombrail

mount.1=0.11,-0.0, -0.4 // 250kg pylon fwd
mount.2=0.55, 0.0, -1.3 // 250kg pylon aft

mount.3=0.22,-0.93,-0.1 // 250kg bomb fwd
mount.4=0.65,-0.93,-1.0 // 250kg bomb aft

mount.5=0.335, -0.985, 0.84 // 60kg bomb rail-mounted
mount.6=0.0, -0.985, 0.84
mount.7=0.335, -0.985, -0.46
mount.8=0.0, -0.985, -0.46
mount.9=0.335, -0.985, -1.7
mount.10=0.0, -0.985, -1.7

mount.11=0.0, 0.01, -0.4 // torp carrier
mount.12=0.258, -1.005, 0.25 // torpedo type 91 kai-2

mount.13=-0.05, 0.0, -0.535 // 800kg pylon
mount.14=0.2, -0.974, -0.5 // 800kg AM bomb

mount.15=0.335, -0.96, 1.02 // 30kg bomb rail-mounted
mount.16=0.0, -0.96, 1.02
mount.17=0.335, -0.96, -0.33
mount.18=0.0, -0.96, -0.33
mount.19=0.335, -0.96, -1.55
mount.20=0.0, -0.96, -1.55

[PAYLOADS]
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.8=%payload_name.8%
payload.9=%payload_name.9%
payload.10=%payload_name.10%
payload.11=%payload_name.11%
payload.12=%payload_name.12%
payload.13=%payload_name.13%

[PAYLOAD.0]
; Payload = Guns Only

[PAYLOAD.1]
; Bombs Heavy 250Kg x 2 Salvo
mount.1=wep_pylon_b5n_250, 1, 0
mount.2=wep_pylon_b5n_250, 1, 0
mount.3=wep_d4y2_250kg_gp, 1, 4
mount.4=wep_d4y2_250kg_gp, 1, -1

[PAYLOAD.2]
; Bombs Medium 60Kg x 3 Salvo
mount.0=wep_pylon_b5n_60, 1, 0
mount.5=wep_d4y2_60kg_gp, 1, -1
mount.7=wep_d4y2_60kg_gp, 1, 5
mount.9=wep_d4y2_60kg_gp, 1, 5

[PAYLOAD.3]
; Bombs Light 30Kg x 3 Salvo
mount.0=wep_pylon_b5n_60, 1, 0
mount.15=wep_jp_30kg_ijn_bomb, 1, -1
mount.17=wep_jp_30kg_ijn_bomb, 1, 15
mount.19=wep_jp_30kg_ijn_bomb, 1, 15

[PAYLOAD.4]
; Payload = Torpedo Type 91 kai-2
mount.11=wep_pylon_b5n_torp, 1, 0
mount.12=wep_torpedo_type91-kai2, 1, -1

[PAYLOAD.5]
; Payload = Anti-shipping Armour Piercing
mount.13=wep_pylon_b5n_800, 1, 0
mount.14=wep_type99_800kg_ap, 1, -1

[PAYLOAD.6]
;Bombs Light 30Kg x 6
mount.0=wep_pylon_b5n_60, 1, 0
mount.15=wep_jp_30kg_ijn_bomb, 1, -1
mount.16=wep_jp_30kg_ijn_bomb, 1, 15
mount.17=wep_jp_30kg_ijn_bomb, 1, -1
mount.18=wep_jp_30kg_ijn_bomb, 1, 17
mount.19=wep_jp_30kg_ijn_bomb, 1, -1
mount.20=wep_jp_30kg_ijn_bomb, 1, 19

[PAYLOAD.7]
; Bombs Medium 60Kg x 6
mount.0=wep_pylon_b5n_60, 1, 0
mount.5=wep_d4y2_60kg_gp, 1, -1
mount.6=wep_d4y2_60kg_gp, 1, -1
mount.7=wep_d4y2_60kg_gp, 1, -1
mount.8=wep_d4y2_60kg_gp, 1, -1
mount.9=wep_d4y2_60kg_gp, 1, -1
mount.10=wep_d4y2_60kg_gp, 1, -1

[PAYLOAD.8]
; Bombs Heavy 250kg x 1 60Kg x 6
mount.0=wep_pylon_b5n_60, 1, 0
mount.2=wep_pylon_b5n_250, 1, 0
mount.4=wep_d4y2_250kg_gp, 1, -1
mount.5=wep_d4y2_60kg_gp, 1, -1
mount.6=wep_d4y2_60kg_gp, 1, 5
mount.7=wep_d4y2_60kg_gp, 1, -1
mount.8=wep_d4y2_60kg_gp, 1, 7
mount.9=wep_d4y2_60kg_gp, 1, -1
mount.10=wep_d4y2_60kg_gp, 1, 9

[PAYLOAD.9]
; Bombs Light 30Kg x 6 Salvo
mount.0=wep_pylon_b5n_60, 1, 0
mount.15=wep_jp_30kg_ijn_bomb, 1, -1
mount.16=wep_jp_30kg_ijn_bomb, 1, 15
mount.17=wep_jp_30kg_ijn_bomb, 1, 15
mount.18=wep_jp_30kg_ijn_bomb, 1, 15
mount.19=wep_jp_30kg_ijn_bomb, 1, 15
mount.20=wep_jp_30kg_ijn_bomb, 1, 15

[PAYLOAD.10]
; Bombs Medium 60Kg x 6 Salvo
mount.0=wep_pylon_b5n_60, 1, 0
mount.5=wep_d4y2_60kg_gp, 1, -1
mount.6=wep_d4y2_60kg_gp, 1, 5
mount.7=wep_d4y2_60kg_gp, 1, 5
mount.8=wep_d4y2_60kg_gp, 1, 5
mount.9=wep_d4y2_60kg_gp, 1, 5
mount.10=wep_d4y2_60kg_gp, 1, 5

[PAYLOAD.11]
; Bombs Heavy 250kg x 1 60Kg x 6 Salvo
mount.0=wep_pylon_b5n_60, 1, 0
mount.2=wep_pylon_b5n_250, 1, 0
mount.4=wep_d4y2_250kg_gp, 1, -1
mount.5=wep_d4y2_60kg_gp, 1, 4
mount.6=wep_d4y2_60kg_gp, 1, 4
mount.7=wep_d4y2_60kg_gp, 1, 4
mount.8=wep_d4y2_60kg_gp, 1, 4
mount.9=wep_d4y2_60kg_gp, 1, 4
mount.10=wep_d4y2_60kg_gp, 1, 4

[PAYLOAD.12]
; Bombs Heavy 250kg x 1 Sngl 60Kg x 6 Salvo
mount.0=wep_pylon_b5n_60, 1, 0
mount.2=wep_pylon_b5n_250, 1, 0
mount.4=wep_d4y2_250kg_gp, 1, -1
mount.5=wep_d4y2_60kg_gp, 1, -1
mount.6=wep_d4y2_60kg_gp, 1, 5
mount.7=wep_d4y2_60kg_gp, 1, 5
mount.8=wep_d4y2_60kg_gp, 1, 5
mount.9=wep_d4y2_60kg_gp, 1, 5
mount.10=wep_d4y2_60kg_gp, 1, 5

[PAYLOAD.13]
; Payload = Gift From Emperor Hirohito
mount.13=wep_pylon_b5n_800, 1, 0
mount.14=wep_b6n_500kg_bomb, 1, -1

[MISC_DATA]
unit_family=2
category=4
allegiance=4
max_group_size=8
min_speed=240
cruise_speed=290
max_speed=435
min_alt=50
cruise_alt=5121
max_alt=7681
entered_service=12/1/38
crew=3

[STRINGS]
"box_name.0"=Aircraft
"box_name.1"=Nose
"box_name.2"=Fuselage
"box_name.3"=Pilot
"box_name.4"=Port Wing
"box_name.5"=Port Wing Tip
"box_name.6"=Starboard Wing
"box_name.7"=Starboard Wing Tip
"box_name.8"=Tail (fwd)
"box_name.9"=Tail (aft)
"box_name.10"=Port Horz Stab
"box_name.11"=Vert Stab
"box_name.12"=Starboard Horz Stab
"system_name.0"=Aircraft
"system_name.1"=Nose Structure
"system_name.2"=Oil Reservoir
"system_name.3"=Engine
"system_name.4"=Hydraulics Reservoir
"system_name.5"=Pilot
"system_name.6"=Radio
"system_name.7"=Center Fuel Tank
"system_name.20"=Starboard Fuel Tank
"system_name.13"=Port Fuel Tank
"system_name.8"=Fuselage Structure
"system_name.9"=Rudder Cntrl Cable
"system_name.10"=Bomb Release
"system_name.32"=Bomb
"system_name.11"=Elevator Cntrl Cable
"system_name.12"=Port Wing Structure
"system_name.14"=Port Flap
"system_name.15"=Port Ail. Cntrl Cable
"system_name.16"=Port Gear
"system_name.17"=Port Wing Tip Structure
"system_name.18"=Port Aileron
"system_name.19"=Starboard Wing Structure
"system_name.21"=Starboard Flap
"system_name.22"=Starboard Ail. Cntrl Cable
"system_name.23"=Starboard Gear
"system_name.24"=Starboard Wing Tip Structure
"system_name.25"=Starboard Aileron
"system_name.26"=Tail (fwd) Structure
"system_name.28"=Tail (rear) Structure
"system_name.30"=Port Elevator
"system_name.31"=Starboard Elevator
"system_name.29"=Rudder
"system_name.27"=Tail Gun
"system_name.33"=Torpedo
"payload_name.0"=Guns Only
"payload_name.1"=Bombs Heavy 250Kg x 2 Salvo
"payload_name.2"=Bombs Medium 60Kg x 3 Salvo
"payload_name.3"=Bombs Light 30Kg x 3 Salvo
"payload_name.4"=Torpedo Type 91 x 1
"payload_name.5"=Bombs Maximum 800Kg x 1
"payload_name.6"=Bombs Light 30Kg x 6
"payload_name.7"=Bombs Medium 60Kg x 6
"payload_name.8"=Bombs Heavy 250kg x 1 60Kg x 6
"payload_name.9"=Bombs Light 30Kg x 6 Salvo
"payload_name.10"=Bombs Medium 60Kg x 6 Salvo
"payload_name.11"=Bombs Heavy 250kg x 1 60Kg x 6 Salvo
"payload_name.12"=Bombs Heavy 250kg x 1 Sngl 60Kg x 6 Salvo
"payload_name.13"=Gift From Emperor Hirohito
 
Static/infrastructure ground based AI mg seems to consistently do the following (against a static player aircraft on the ground);

Initially it fires in the default direction in it's gunstation, fires 1 second bursts of fire, and waits either 1 second or until the previous burst of fire is no longer being tracked, which could be up to 2s or more if this is changed in the gunstation, but won't pause for less than 1s if the flight/tracking time is less than 1s. So the average rate of fire is always less than 50% of the nominal/defined rate of fire, and by default with 2s bullet flight time, it will be firing at about 33% of it's nominal rate of fire unless the entire burst of fire is on target or hits the ground or something else which stops the bullets being tracked. When redefined as a cannon, it does exactly the same except that the very first shots it fires are on target. So the flight/tracking time can be used in combination with the firing rate to adjust the overall/sustained rate of fire by altering how long the AI gunner pauses (if he misses the target!) in between the 1 sec bursts of fire. Also shows that for the mg it can possibly be important which direction the gun is pointing if something happens to be in it's initial line of fire.
 
Had a go at adding some gunstations to a building, with associated boxes, and then defining them as systems following the standard numbering for aircraft systems to see if CFS2 would treat them similarly and allow the guns to get knocked out. The systems don't seem to work as hoped though, but when I reverted back to not having the guns defined as systems, then CFS2 actually does a pretty good job of recognising that the guns are there and assigns damage to them as the building gets shot up. Attached pic shows the original LW_Guardtower_D1.dp boxes (2 concentric boxes) and what I tried out, Seems to work well, with the target being much harder to hit, and the 4 x gunners make it a much more interesting target to attack. I spent a fair bit of time shooting at it to try to get the boxes lined up with the visuals, but realised that the best/quickest was is to move a gunstation around and watch it fire at me, so that the tracer shows exactly where it is in relation to the image.
LW_Guardtower_alternative_dp_boxes.jpg
 
RWills

Back in 2008 Pen32win discovered that MG/light flak wouldn't track & continue to fire, as you describe.
He discovered that adding a dummy flak gun (type 4) changes how the lighter flak operates, so they will track you and continue to fire. For some examples of how this can be applied, see my 87 days land-based flak mod, which also contains a text file with his original forum post
http://www.sim-outhouse.com/sohforums/local_links.php?action=jump&catid=17&id=29366
 
UT
Thanks, yes, it's interesting how much a separate (flak) gunstation affects the mg. I had to temporarily remove the flak from the TAF_mg42 in order to get the mg to open fire on me while I was on the ground!
 
Thanks for the information.

I have changed all my aircraft to use gun velocity as ft/sec instead of m/sec as described by Caleb Flerk's excellent gun tutorial. The reason is that US is still not using metric system. I also like the way how the bullet behaves with this setting. Basically it is the fifth number, I multiply that by 3.281 (changing from m/sec to ft/sec). This is my personal preference, this is what the the guns seem to behave in IL-2.

I have also discovered that a lot of the aircraft have the wrong size for the DP boxes or damage values. Some are off by a factor of 3X. Some have the DP boxes shifted by 10 ft. You have to aim in front or behind the aircraft. This is the reason why it is hard to shoot down.

I have just discovered how to find the correct size of the DP boxes by using ModelConverterX to convert the MDL file into a FDFS FSC file. If you don't have the FSDS program, you can download a trial version of the program. This trial version is fully functional except you can not use it to create an aircraft. You can get the dimension of the aircraft in 3 different views. The aircraft's DP boxes are in meters (not ft). The output from ModelConverterX is in meters. You can create your own DP boxes based on the 3 views display in FSDS.

You can use DPEDIT to create your own DP file for the aircraft. I would use a stock A6M2 aircraft as reference (11 DP boxes). After you have created the correct DP boxes. I would raise/lower the damage values based on the stock A6M2. These are some of the values that I used in my aircraft.

CFS2 ZERO based on 500 (harder to bring down)

system.0=%system_name.0%,500,0
system.1=%system_name.1%,221,2
system.2=%system_name.2%,400,3
system.3=%system_name.3%,110,7
system.4=%system_name.4%,100,45
system.5=%system_name.5%,83,8
system.6=%system_name.6%,27,9
system.7=%system_name.7%,110,10
system.8=%system_name.8%,500,18
system.9=%system_name.9%,27,19
system.10=%system_name.10%,83,20
system.11=%system_name.11%,83,22
system.12=%system_name.12%,500,23
system.13=%system_name.13%,120,15
system.14=%system_name.14%,221,47
system.15=%system_name.15%,138,25
system.16=%system_name.16%,27,26
system.17=%system_name.17%,166,27
system.18=%system_name.18%,210,28
system.19=%system_name.19%,138,29
system.20=%system_name.20%,500,30
system.21=%system_name.21%,120,12
system.22=%system_name.22%,221,48
system.23=%system_name.23%,138,32
system.24=%system_name.24%,27,33
system.25=%system_name.25%,166,34
system.26=%system_name.26%,210,35
system.27=%system_name.27%,138,36
system.28=%system_name.28%,500,37
system.29=%system_name.29%,500,38
system.30=%system_name.30%,221,41
system.31=%system_name.31%,166,39
system.32=%system_name.32%,166,40

CFS2 ZERO based on 443 (slightly easier to bring down)

system.0=%system_name.0%,443,0
system.1=%system_name.1%,221,2
system.2=%system_name.2%,332,3
system.3=%system_name.3%,110,7
system.4=%system_name.4%,100,45
system.5=%system_name.5%,83,8
system.6=%system_name.6%,27,9
system.7=%system_name.7%,110,10
system.8=%system_name.8%,443,18
system.9=%system_name.9%,27,19
system.10=%system_name.10%,83,20
system.11=%system_name.11%,83,22
system.12=%system_name.12%,443,23
system.13=%system_name.13%,120,15
system.14=%system_name.14%,221,47
system.15=%system_name.15%,138,25
system.16=%system_name.16%,27,26
system.17=%system_name.17%,166,27
system.18=%system_name.18%,166,28
system.19=%system_name.19%,138,29
system.20=%system_name.20%,443,30
system.21=%system_name.21%,120,12
system.22=%system_name.22%,221,48
system.23=%system_name.23%,138,32
system.24=%system_name.24%,27,33
system.25=%system_name.25%,166,34
system.26=%system_name.26%,166,35
system.27=%system_name.27%,138,36
system.28=%system_name.28%,443,37
system.29=%system_name.29%,443,38
system.30=%system_name.30%,221,41
system.31=%system_name.31%,166,39
system.32=%system_name.32%,166,40

CFS2 ZERO based on 400

system.0=%system_name.0%,400,0
system.1=%system_name.1%,221,2
system.2=%system_name.2%,300,3
system.3=%system_name.3%,110,7
system.4=%system_name.4%,100,45
system.5=%system_name.5%,83,8
system.6=%system_name.6%,27,9
system.7=%system_name.7%,110,10
system.8=%system_name.8%,400,18
system.9=%system_name.9%,27,19
system.10=%system_name.10%,83,20
system.11=%system_name.11%,83,22
system.12=%system_name.12%,400,23
system.13=%system_name.13%,120,15
system.14=%system_name.14%,221,47
system.15=%system_name.15%,138,25
system.16=%system_name.16%,27,26
system.17=%system_name.17%,166,27
system.18=%system_name.18%,150,28
system.19=%system_name.19%,138,29
system.20=%system_name.20%,400,30
system.21=%system_name.21%,120,12
system.22=%system_name.22%,221,48
system.23=%system_name.23%,138,32
system.24=%system_name.24%,27,33
system.25=%system_name.25%,166,34
system.26=%system_name.26%,150,35
system.27=%system_name.27%,138,36
system.28=%system_name.28%,400,37
system.29=%system_name.29%,400,38
system.30=%system_name.30%,221,41
system.31=%system_name.31%,166,39
system.32=%system_name.32%,166,40

CFS2 ZERO based on 300

system.0=%system_name.0%,300,0
system.1=%system_name.1%,221,2
system.2=%system_name.2%,250,3
system.3=%system_name.3%,110,7
system.4=%system_name.4%,100,45
system.5=%system_name.5%,83,8
system.6=%system_name.6%,27,9
system.7=%system_name.7%,110,10
system.8=%system_name.8%,300,18
system.9=%system_name.9%,27,19
system.10=%system_name.10%,83,20
system.11=%system_name.11%,83,22
system.12=%system_name.12%,300,23
system.13=%system_name.13%,120,15
system.14=%system_name.14%,221,47
system.15=%system_name.15%,138,25
system.16=%system_name.16%,27,26
system.17=%system_name.17%,166,27
system.18=%system_name.18%,100,28
system.19=%system_name.19%,138,29
system.20=%system_name.20%,300,30
system.21=%system_name.21%,120,12
system.22=%system_name.22%,221,48
system.23=%system_name.23%,138,32
system.24=%system_name.24%,27,33
system.25=%system_name.25%,166,34
system.26=%system_name.26%,100,35
system.27=%system_name.27%,138,36
system.28=%system_name.28%,300,37
system.29=%system_name.29%,300,38
system.30=%system_name.30%,221,41
system.31=%system_name.31%,166,39
system.32=%system_name.32%,166,40
 
Last edited:
Some of the trees also have dp boxes that are quite a bit larger than the tree - which means that you can hit them when flying low (especially if they are around airfields!), and also the oversized dp box protects other ground objects that they are placed near. -

The LW_Boabab_tree_D1, for example, has a dp box that extends 17m above the ground, but the tree is actually around 10m high -

dp boxes for LW_Boabab_tree_D1;
[BOXES]
box.0=%box_name.0%,-4.00,11.50,-4.00,4.00,17.00,4.00
box.1=%box_name.1%,-1.92,0.00,-1.66,1.89,11.50,1.55

The tree is more like;
[BOXES]
box.0=%box_name.0%,-2.50,6.51,-2.50,2.50,10.00,2.50
box.1=%box_name.1%,-1.5,0.00,-1.5,1.5,6.50,1.5
 
Some of the trees also have dp boxes that are quite a bit larger than the tree - which means that you can hit them when flying low (especially if they are around airfields!), and also the oversized dp box protects other ground objects that they are placed near. -

The LW_Boabab_tree_D1, for example, has a dp box that extends 17m above the ground, but the tree is actually around 10m high -

dp boxes for LW_Boabab_tree_D1;
[BOXES]
box.0=%box_name.0%,-4.00,11.50,-4.00,4.00,17.00,4.00
box.1=%box_name.1%,-1.92,0.00,-1.66,1.89,11.50,1.55

The tree is more like;
[BOXES]
box.0=%box_name.0%,-2.50,6.51,-2.50,2.50,10.00,2.50
box.1=%box_name.1%,-1.5,0.00,-1.5,1.5,6.50,1.5


I don't think I've crashed into any trees yet by flying over top them but ships I have. I'd say about every dp in the stock game any many add ons have off dp's. Trees I notice people have way to many hit points allotted to trees. I think around 150000 or so can't remember but I set mine at around 700 and updated the effects so they can be set on fire etc. People rely to much on dust as an effect but i want to see something purty.
 
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