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Where to add more bombs to the dp text?

jinx

charter member past
I have been trying to find a way to add more bombs than 1 in a dp, say 2 or 3. I do not know which entry to modify. Can anyone help? And does one have to add or change some entry in the STRINGS series?

I also looked for a cfs2 dp tutorial and no luck. The Dp Editor program has no help file either and I am stuck and do not know which way the cat will jump.


I find that dp editing and tutorials about it hav been grossly neglected.

Any help?

Thanks
 
Tutorial? Ummm... nope....

Yeah there is no tutorial that i'm aware of. BUT... If your interested I could do up a walkthrough. I find that adding things to a DP (such as bombs) is easier to do by hand editing the DP in note pad.

You should have this info in the DPed folder. Its titled "HowTo.TXT". It realy just decribes what each field does. Very basic. Studies the areas in BLUE. Then we can get into more detail in a bit.

[BOXES] window:
~~~~~~~~~~~~~~~
CFS controls damage areas by boxes.
This section defines damage boxes. The section is separated in upper and
lower areas.
[Name] means a name of the damage box.
[Pos.1] and [Pos.2] is opposite points of the box. The values are in
meters and it means the distance from CG (Center of Gravity).
You may delete or add a box by clicking [Del] or [Add] button. If you
delete a box, the related [BOXMAPS] and [BOX NO] data also will removed!
By clicking right mouse button, you can choose [cut], [copy] or [paste]
function from a popup menu.
Also [Move <](move forward) and [Move >](move backward) functions are
available in the popup menu. These 'move' functions can change current box's
sequence.
[Mirror] function in the popup menu will flip current box's position to the
opposite side.
You can see how these boxes placed in the [BluePrint] window. You may change
a box size at [BluePrint] window by dragging lines of selected box which
is shown as pink.
The lower part of the window corresponds to [BOXMAPS] sections in a DP file.
[Damage Ratio] means a persentage of damage received by that part. When
the damage box is hit, the damage will affect each parts contained
in the box according to the ratio specified here. If the accumulated
damage reaches a specified amount, the damage may be considered excessive.
Normally, a total value of these ratios in one box may be "100". Total value
is shown at the right of [Damage Ratio].
[part] is a part which you want to include in this box. Before you select
a part, you have to define them in the [PARTS] window.
You may delete or add a part by clicking [Del] or [Add] button. A popup
menu function is available.
Also [Move <](move forward) and [Move >](move backward) functions are
available in the popup menu.

[BOX NO] window:
~~~~~~~~~~~~~~~~
This window will appear if you use DPED for CFS2.
These numbers are written in [BOXES] section of a dp file.
I don't know what these numbers mean.

[PARTS] window:
~~~~~~~~~~~~~~~
You may define each parts here.
[Part] is the name of the part. It will appear in CFS's telop when the
part is damaged.
[Category] defines how CFS handles the part. If you define a part as
"Engine" category, when the part is damaged, you can see the engine smoke
and feel power down. "CFS doesn't care" means the CFS doesn't show any
effect but the part may stop working when it is damaged. Normally, guns
and cannons are in this category (CFS).
[Life Point] means strength againt hits.
You may delete or add a part by clicking [Del] or [Add] button. If you
delete a part, the related [EFFECTS] data will also be removed.
A popup menu will appear when you click the right button of the mouse.
If DPED handling CFS2 file, you can define [Location] parameters.
The lower part of the window corresponds to [EFFECTS] section in a DP file.
When accumulated damage reaches this [Ratio], the effect defined
here will appear.
You may select [EFFECT] values from drop down list. You may customize
this list by editing DPED.INI file by any ordinary text file editors.
In CFS2 mode, you can choose "LIBRARY" as [EFFECT]. When you choose
"LIBRARY", you can define a file name instead of [Parm1] and [Parm2].
The file names are retrieved by DPED from EFFECTS sub-directory under the
installed path of CFS2 automatically, and added to the drop down list.
[Parm1] and [Parm2] is a smoke definition.
You may delete or add a [EFFECTS] by clicking [Del] or [Add] button.
Also you can use [cut], [copy] and [paste] function in the popup menu.

[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!).
You may delete or add [GUNS] by clicking [Del] or [Add] button. If you
delete [GUNS], related [GUNSTATIONS] datas also will removed.
You may define armament positions at a lower part of the window.
[Bullets] is maximum and default of the number of bullets.
[Offset] is an offset from a position defined at the above.
[Pitch] and [L/R angle] is an offset angle in degrees.
[Tracer On] is defining whether tracer is visible or not (see above!).
You may delete or add [GUNSTATIONS] by clicking [Del] or [Add] button.
You may choose armaments from my armaments database.

[Comments] window:
~~~~~~~~~~~~~~~~~~
You may put any comments at the top of the DP file.
You cannot put a blank line in a comment field.
You have to put ";" at the beggining of each comment line. The program
doesn't put leading ";" automatically.

[Blue Print] window:
~~~~~~~~~~~~~~~~~~~~
If DPED can find the MDL file in the "model" directory and the file name
is the same as a DP file, a visual model is then shown as a wire frame.
I regret that I couldn't show a shape of the original plane in here. Some
other construction (as made by AD2000) are also not shown properly.
DPED may retrieve scrape point datas from the *.air file. These scrape
points shown on the blue print window as silver colored small squares. You may
check these scrape point values at [Scrape Points] window.
You may see the boxes defined at [BOXES] window, the armaments defined
at [GUNS] window and the hard points defined at [HARDPOINTS].
The box when selected is shown as PINK, other boxes are yellow. The
selected armament is shown as 'yellow dot with red circle'. Other armaments
are shown as purple dots.
You may change the size of the selected box and the position of the selected
armament by dragging them. The changes of the armaments position will
change values of [Offset] in a lower area of [GUNS] window.
[F][T] radio buttons changes the views as fore view, side view, top
view. [+] and [-] are zoom buttons. To change a center position, you
have to click the position where you want to retrieve to center by using
the right mouse button.
When you click top bar by a right mouse button, pop-up menu will appear.

[HARDPOINTS] window:
~~~~~~~~~~~~~~~~~~~~

This window will appear in case you use DPED for CFS2.
You may define hard points at here.
The place you defined here are used for the value of Mount Point in
[PAYLOADS] window.

[PAYLOADS] window:
~~~~~~~~~~~~~~~~~~

This window will appear in case you use DPED for CFS2.
[Name] is a name for this payload. The name is also shown in [STRING LIST]
window.
You may delete or add [PAYLOADS] by clicking [Del] or [Add] button. If you
delete [PAYLOADS], related datas in lower part of this window also will
removed.
[Mount Point] is a number of the position you defined at [HARDPOINTS]
window.
[Payload] is a file name. The file names are retrieved automatically by
DPED from OBJECTS_DP sub-directory under the installed path of CFS2,
and added to the drop down list.

[MISC DATA] window:
~~~~~~~~~~~~~~~~~~~
This window will appear in case you use DPED for CFS2.
If you want to set default values of this section, you can put values
in a DPED.INI file as follows;

[MISC DATA]
unit_family=1
category=1
allegiance=4
max_group_size=8
min_speed=240
cruise_speed=440
max_speed=650
min_alt=50
cruise_alt=6667
max_alt=10000
entered_service=9/1/43
crew=1

[Armaments] window:
~~~~~~~~~~~~~~~~~~~
This window is not a "MDI sub-window" so that the window is not open
when DPED starts.
To open this window , select "Edit"->"Armaments" from the menu, or right
button click on the [GUNS] window.
You may apply any one of the database armaments to the [GUNS] window. To
do this, select an armament and press [apply] button or double click
an armament.
You may add a new armament from [GUNS] window to this database by
pressing [Add] button, then define name and comment, press [OK].
The target of these [Apply] or [Add] operations are selected page of
the [GUNS] window.
[Del] button deletes selected armament from the database.
[Up] and [Down] button changes a position of selected armament.
You may change name and comment by clicking right button of the mouse.

[STRING LIST] window:
~~~~~~~~~~~~~~~~~~~~~
This window contains box names(CFS2), payload names(CFS2), and part names
which related to the [PARTS] window. You may move selected parts up/down
by pressing up or down arrow buttons. When you move a part, a sequence
in [PARTS] window also may changed.

[Change Scale] window:
~~~~~~~~~~~~~~~~~~~~~~
To open this window, you have to select "Edit"->"Scale" from the menu.
You may set scale value between 0.5 to 5.0.
This scale expands or reduce damage boxes acoording to the value. Also
offsets of guns may adjusted here too.

[Scrape Points] window:
~~~~~~~~~~~~~~~~~~~~~~
To open this window, you have to select "Window"->"Scrape Points" from
the menu.
You can change scales either in inches or meters by pressing "in/m" button.
But you cannot change values itself. Because these values are not in the DP
file. These values are retrieved from .AIR file. If the associated air file
is not available, "Scrape Points" may not exist in the menu.
 
Default "Wildcat" DP

Here is the Default "f4f4_wildcat.dp" as viewed in notepad. Now its only the Weapons portion. Everything in Blue relates to the BOMBs. Try to find these entries in DPed. Open the "f4f4_wildcat.dp" in DPed and look them over.


[GUNSTATIONS]
gunstation.0=0,24,1,0.08,839,2,0.01,500,2,40,1d1*14,-3.169,0.04,0.69,0.119651268759032,0,0.605211907602225,0,0,0,0,1.6
gunstation.1=0,31,1,0.08,839,2,0.01,500,2,40,1d1*14,3.169,0.04,0.69,0.119651268759032,0,-0.605211907602225,0,0,0,0,1.6
gunstation.2=3,21,8,1.00,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

[guns.0]
gun.0=240,1.269,-0.088,-1.39999999999999E-02,0,0,1,240
gun.1=240,1.013,-0.067,-2.29999999999999E-02,0,0,1,240
gun.2=240,0,0,0,0,0,1,240

[guns.1]
gun.0=240,-1.268,-0.086,-1.39999999999999E-02,0,0,1,240
gun.1=240,-1.013,-0.067,-2.29999999999999E-02,0,0,1,240
gun.2=240,0,0,0,0,0,1,240

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


[HARDPOINTS]
mount.0=0,0.054,-0.311
mount.1=-1.412985,-0.3,-0.309969 //wep_pylon_ja_wing
mount.2=-1.412985,-0.195,-0.309969 //wep_us_wildcat_drop_gp
mount.3=1.41299,-0.3,-0.309969 //wep_pylon_ja_wing
mount.4=1.41299,-0.195,-0.309969 //wep_us_wildcat_drop_gp
mount.5=-1.412985,-0.3,-0.309969 //WEP_US_250lb_GP
mount.6=1.41299,-0.3,-0.309969 //WEP_US_250lb_GP


[PAYLOADS]
payload.0=%payload_name.0%
payload.1=%payload_name.1%
payload.2=%payload_name.2%

[PAYLOAD.0]

[PAYLOAD.1]
mount.2=wep_us_wildcat_drop_gp, 1, -1
mount.4=wep_us_wildcat_drop_gp, 1, -1

[PAYLOAD.2]
mount.1=wep_pylon_ja_wing, 1, -1
mount.5=WEP_US_250lb_GP, 1, 6
mount.3=wep_pylon_ja_wing, 1, -1
mount.6=WEP_US_250lb_GP, 1, -1

[STRINGS]
"payload_name.0"=Guns Only
"payload_name.1"=Guns Only Long Range
"payload_name.2"=Bombs Light
 
Pays to read the whole Post...

http://www.cfgse.calebflerk.com

Look under the Model tab. It will take some study time but it is all there.

Regards,
B24Guy

You know, B24Guy, I didn't read the entire post before I wrote all of that. After looking through it, it does explain alot. Its not realy a "tutorial".

Jinx,
Give it a look and if you have any questions just post them. I'm sure some one can help.

Maybe I'll do a groundup tutorial. We'll see.
 


Thanks to all and to you Black Hawk for the section you copied here.

I may have misphrased my question. What I want to do is add the same bomb more times than one at one point. The aicraft is a French bomber, and the one bomb I have added is a large one that is hidden with the fuselage above the bomb bay doors. Now I want to have 2 of those drop when I press the button, and not just one. Or even perhaps later change to 4 of the same kind dropping with one press of the button all together.

The wildcat section above is:

[PAYLOAD.2]
mount.1=wep_pylon_ja_wing, 1, -1
mount.5=WEP_US_250lb_GP, 1, 6
mount.3=wep_pylon_ja_wing, 1, -1
mount.6=WEP_US_250lb_GP, 1, -1

In my understanding, and I may be wrong, the blue sections above refer to the bombs. But which number controls How Many bombs drop with one press of the button?
In the mount 5 section, for example, is it the 1 or the 6 ? Nowhere have I been able to find a clear explanation of these parameters--the numbers between the commas. I did manage to find, after a long stuggle and trial and error, which of the X-y-z position figures would move my bomb higher (as it protruded under the fuselage--now it is hidden okay and does not show).

Though trying, my experience had its funny moments as at one stage the bomb and its rack showed 2 meters above the aircraft, in the fresh and blue air, but dropped okay. Then I lowered the figure and it sank down into the fuselage... out of offensive sight and within the intimate bowels of the plane.


The aicraft I am struggling with is the Breguet 695 by Alain Breton, freeware, but Alain has given no bombs in his dp. The Alain Breton addon has the zip name of abbr695a.zip and it features a nice paintjob with orange and red stripped cowls and tail surfaces. Now why Alain would leave his a/c without bombs is another matter. I added a large German bomb from the Messerchmitt 109G (Rita.zip) made by Paul Rebuffat with a Bruno Duffort paint job and recommended to all of you.

The Breton a/c is this one:

Combat Flight Simulator - CFS AircraftCFS/CFS2 Breguet 695
[ Download | View ]
Name: abbr695a.zip
Size: 591,612 Date: 07-30-2001 Downloads: 1,030


[SIZE=-1]
abbr695a.gif

CFS/CFS2 Breguet 695. This warplane was the Pratt & Whitney-engined version of the Breguet 693 (ABBR693A.ZIP) briefly used by the Armee de l'Air during Battle of France. A complex and very accurate design, with full moving parts, transparencies and 3D radial engines. By Alain Breton.
[/SIZE]

Any help you may give will be appreciated.

Nick
 
[PAYLOAD.2]
mount.1=wep_pylon_ja_wing, 1, -1
mount.5=WEP_US_250lb_GP, 1, 6
mount.3=wep_pylon_ja_wing, 1, -1
mount.6=WEP_US_250lb_GP, 1, -1

What the blue says it that when the bomb on mount.6 is drop the game will also drop the bomb on mount.5 as the same time.
 
Thanks,

That however does tell me which number I need to change to put more bombs than one. That is what I need to know.
 
You add more bombs by adding more mounts below [HARDPOINTS] (mount.0 to mount.24.) Than add your new mount.#(s) to the [PAYLOAD.#] with a bomb.

Note:
Level bombers like the B-24D will only drop one bomb as a AI aircraft. It dosn't matter if you link all of the bombs to drop as a group.
 
ok lets say you want to add 1 more bomb per wing for a total of 4. here is what you have to do. In this case look at everything in RED.


[guns.2]
gun.0=4,0,0,0,0,0,0,0

First you have to tell it that it has more than 2 bombs. that comes in the
[guns.2] section. as you can see I added a 4. Simple enough. Thats the MAX # that this plane will carry now. Remember that you are adding weight by doing this. Also it may not be historically accurate.

Now lets give it the mounts.


[HARDPOINTS]
mount.0=0,0.054,-0.311
mount.1=-1.412985,-0.3,-0.309969 //wep_pylon_ja_wing
mount.2=-1.412985,-0.195,-0.309969 //wep_us_wildcat_drop_gp
mount.3=1.41299,-0.3,-0.309969 //wep_pylon_ja_wing
mount.4=1.41299,-0.195,-0.309969 //wep_us_wildcat_drop_gp
mount.5=-1.412985,-0.3,-0.309969 //WEP_US_250lb_GP
mount.6=1.41299,-0.3,-0.309969 //WEP_US_250lb_GP
mount.7=-1.912985,-0.3,-0.309969 //wep_pylon_ja_wing
mount.8=1.91299,-0.3,-0.309969 //wep_pylon_ja_wing
mount.9=-1.912985,-0.3,-0.309969 //WEP_US_250lb_GP
mount.10=1.91299,-0.3,-0.309969 //WEP_US_250lb_GP

Here you can see I added one more bomb and pylon per wing. "-" numbers are left side and the others are right side.

[PAYLOADS]
payload.0=%payload_name.0%
payload.1=%payload_name.1%
payload.2=%payload_name.2%
payload.3=%payload_name.3%

Here I added the Payload entry. Why? Well you may not need four bombs or you might need the range.

[PAYLOAD.0]

[PAYLOAD.1]
mount.2=wep_us_wildcat_drop_gp, 1, -1
mount.4=wep_us_wildcat_drop_gp, 1, -1

[PAYLOAD.2]
mount.1=wep_pylon_ja_wing, 1, -1
mount.5=WEP_US_250lb_GP, 1, 6
mount.3=wep_pylon_ja_wing, 1, -1
mount.6=WEP_US_250lb_GP, 1, -1

[PAYLOAD.3]
mount.1=wep_pylon_ja_wing, 1, -1
mount.5=WEP_US_250lb_GP, 1, 10
mount.3=wep_pylon_ja_wing, 1, -1
mount.6=WEP_US_250lb_GP, 1, -1
mount.7=wep_pylon_ja_wing, 1, -1
mount.9=WEP_US_250lb_GP, 1, -1
mount.8=wep_pylon_ja_wing, 1, -1
mount.10=WEP_US_250lb_GP, 1, -1

Here is our new payload. You will now have 4 bombs.


[STRINGS]
"payload_name.0"=Guns Only
"payload_name.1"=Guns Only Long Range
"payload_name.2"=Bombs Light
"payload_name.3"=Bombs Heavy

Don't forget to add the entry for the [STRINGS]. You wont be able to select your new loadout without this.

This is hand editing. I do a mix of both when I make a new DP. DPed has a habbit of messing up the gunstations. Normally I'll add everything by hand and then move it in DPed. But everyone has thier own style.


All of this can be done in the DPed. Find the correct areas and add everything in the correct fields.


Adding hardpoints is the most time consuming part of the whole process. The exact location may not look right on the model in game. So you may have to adjust it. Every model is different.

Let me know how it goes.

Till later
Blood_Hawk

 
Next we can take alook at the plane you want to do. I'll have to download it. But see what you can do.

Do you have ACM (aircraft container manager)? If not I suggest getting ACM. It will help to find the locations in the model for your hardpoints. If you have a hard time finding it then PM me your email and I'll help you get it.

Then its just a matter of figuring out your payloads. You can add bombs, rockets, drop tanks, depthcharges, torpedos. Was there another version with .30cal or .50cal mgs. Maybe one had 20mm or 30mm cannons. All of this is done with the DP. Historic or not you can do alot in the DP.

Now somethings such as Drop tanks will need some work in the aircraft.cfg and .air file. this can be a pain sometimes and is more advanced. I'm still working of the TR_Meteor_F8 (without success BTW) to change the Drop tanks and slipper tank setup. but thats another story.

I'll download the plane and look at it tonite. I'll try to get some historic info as I don't know the plane.

Till Later,
John
Blood_Hawk
 
Breguet 695 by Alain Breton

Breguet 695 by Alain Breton

The only one I can find is at TheFreeFlightSite. Its a CFS1 model. Was there a CFS2 version that I'm missing?

Here are some stats to look over. Sorry they are from wiki and I'll have to double check them.

Specifications (Bre.693 AB.2)
General characteristics
Crew: 2
Length: 9.67 m (31 ft 9 in)
Wingspan: 15.37 m (50 ft 5 in)
Height: 3.19 m (10 ft 6 in)
Wing area: 29.2 m2 (314 sq ft)
Empty weight: 3,010 kg (6,636 lb)
Max takeoff weight: 4,900 kg (10,803 lb)
Powerplant: 2 × Gnome-Rhône 14M-6 / Gnome-Rhône 14M-7 14 cyl. handed air-cooled radial piston engines, 522 kW (700 hp) each
Propellers: 3-bladed variable pitch propellers
Performance
Maximum speed: 490 km/h (304 mph; 265 kn) at 5,000 m (16,404 ft)
Cruising speed: 400 km/h (249 mph; 216 kn) at 4,000 m (13,123 ft)
Range: 1,350 km (839 mi; 729 nmi)
Service ceiling: 8,500 m (27,887 ft)
Rate of climb: 9.25 m/s (1,821 ft/min)
Time to altitude: 4,000 m (13,123 ft) in 7 minutes 12 seconds
Armament

Guns: 1 × fixed, forward-firing 20 mm Hispano-Suiza HS.404 cannon
2 × fixed, forward-firing 7.5 mm (.295 in) MAC 1934 machine guns
1 × flexible, rearward-firing 7.5 mm (.295 in) MAC 1934 machine gun in rear cockpit
1 × fixed, rearward-firing 7.5 mm (.295 in) MAC 1934 machine gun in ventral position
Bombs: 460 kg (1,014 lb)
 
Got It...

TY Dave.

I think we can improve it with some of the newer weapon packs. What bomb types would be best. British, US, German or Japanese? I'm thinking British but I'm not sure.

I'll dig deeper into this one.
 
Thanks Blood Hawk 23.
Your text with the red-marked lines explains things.

The aircraft I am struggling with is at flightsim.com, here, marked below:


Combat Flight Simulator - CFS Aircraft CFS/CFS2 Breguet 695 Ab2
[SIZE=-1][ Download | View ] [/SIZE]
Name: abbr695b.zip
Size: 597,967 Date: 10-11-2001 Downloads: 1,199

[SIZE=-1]
abbr695b.gif

CFS/CFS2 Breguet 695 Ab2. A Pratt and Whitney powered version of this French assault/light bomber used mainly after French collapse in 1940. Features multi-resolution model, moving yoke and rudder pedals, improved .air file, true and stable virtual cockpit. To get full advantage of the virtual cockpit, you need to download the separate panel (PAN690V1.ZIP). Complex and very accurate design, with full moving parts and transparencies. By Alain Breton.


If [SIZE=-1]you download it, you will be able to add some we[SIZE=-1]apons to it. So far, all I managed to do is to add one large German bomb inside the fusel[SIZE=-1]age itself and I want to add more so with[SIZE=-1] each press key 2 or 3 or even four bombs dro[SIZE=-1]p[/SIZE] out. The bomb is in[SIZE=-1]side the fuselage somew[SIZE=-1]here so it is invis[SIZE=-1]ible. I suppose I really do not need a bomb rack in this case, am I right?

My dp text is this:

[BOXES]
box.0=%box_name.0%,-0.51,-0.83,1.05,0.51,0.57,2.3
box.1=%box_name.1%,-0.51,-0.91,-2.53,0.51,0.82,1.05
box.2=%box_name.2%,-7.7,-0.09,-1.61,-0.51,0.4,0.71
box.3=%box_name.3%,0.51,-0.08,-1.61,7.79,0.45,0.73
box.4=%box_name.4%,-2.02,-0.44,-7.12,2.02,0.68,-5.97
box.5=%box_name.5%,-2.66,-0.62,0.18,-1.47,0.48,2.18
box.6=%box_name.6%,1.45,-0.7,0.15,2.53,0.51,2.13
box.7=%box_name.7%,-2.17,-0.34,-7.11,-1.71,1.29,-6.09
box.8=%box_name.8%,1.83,-0.32,-7.1,2.14,1.3,-6.1
box.9=%box_name.9%,-0.39,-0.84,-6.67,0.37,0.49,-2.52

[SYSTEMS]
system.0=%system_name.0%,300,0
system.1=%system_name.1%,100,1
system.2=%system_name.2%,100,2
system.3=%system_name.3%,100,2
system.4=%system_name.4%,100,7
system.5=%system_name.5%,200,-1
system.6=%system_name.6%,250,-2
system.7=%system_name.7%,150,-3
system.8=%system_name.8%,100,9
system.9=%system_name.9%,500,18
system.10=%system_name.10%,100,19
system.11=%system_name.11%,100,20
system.12=%system_name.12%,200,10
system.13=%system_name.13%,100,22
system.14=%system_name.14%,100,-4
system.15=%system_name.15%,200,21
system.16=%system_name.16%,500,23
system.17=%system_name.17%,150,25
system.18=%system_name.18%,50,26
system.19=%system_name.19%,250,27
system.20=%system_name.20%,200,28
system.21=%system_name.21%,150,29
system.22=%system_name.22%,250,3
system.23=%system_name.23%,150,-5
system.24=%system_name.24%,500,30
system.25=%system_name.25%,150,32
system.26=%system_name.26%,50,33
system.27=%system_name.27%,250,34
system.28=%system_name.28%,200,35
system.29=%system_name.29%,150,36
system.30=%system_name.30%,250,4
system.31=%system_name.31%,150,-6
system.32=%system_name.32%,200,41
system.33=%system_name.33%,200,39
system.34=%system_name.34%,200,40

[BOXMAPS.0]
; Box = nose
boxmap.0=70,0
boxmap.1=10,-1
boxmap.2=10,-2

[BOXMAPS.1]
; Box = fuselage
boxmap.0=5,7
boxmap.1=15,-3
boxmap.2=5,9
boxmap.3=35,18
boxmap.4=5,19
boxmap.5=5,20
boxmap.6=15,10
boxmap.7=5,22
boxmap.8=10,-4

[BOXMAPS.2]
; Box = port Wing
boxmap.0=50,23
boxmap.1=15,25
boxmap.2=5,26
boxmap.3=10,27
boxmap.4=5,28
boxmap.5=10,29

[BOXMAPS.3]
; Box = starboard wing
boxmap.0=50,30
boxmap.1=15,32
boxmap.2=5,33
boxmap.3=10,34
boxmap.4=5,35
boxmap.5=10,36

[BOXMAPS.4]
; Box = elevator
boxmap.0=5,19
boxmap.1=5,22
boxmap.2=25,39
boxmap.3=25,40

[BOXMAPS.5]
; Box = engine 1
boxmap.0=5,2
boxmap.1=5,19
boxmap.2=5,22
boxmap.3=15,23
boxmap.4=5,25
boxmap.5=20,3
boxmap.6=25,41
boxmap.7=10,39
boxmap.8=10,40

[BOXMAPS.6]
; Box = engine 2
boxmap.0=5,2
boxmap.1=5,19
boxmap.2=5,22
boxmap.3=15,30
boxmap.4=5,32
boxmap.5=20,4
boxmap.6=25,41
boxmap.7=10,39
boxmap.8=10,40

[BOXMAPS.7]
; Box = Left rudder

[BOXMAPS.8]
; Box = right rudder

[BOXMAPS.9]
; Box = tail

[EFFECTS.0]
; System =
effect.0=100,BREAK,,

[EFFECTS.1]
; System =
effect.0=10,LEAK,1,1
effect.1=20,LEAK,1,2
effect.2=30,LEAK,1,3
effect.3=100,BREAK,,

[EFFECTS.2]
; System =
effect.0=10,LEAK,2,1
effect.1=20,LEAK,2,2
effect.2=30,LEAK,2,3
effect.3=100,BREAK,,

[EFFECTS.3]
; System =
effect.0=10,LEAK,2,1
effect.1=20,LEAK,2,2
effect.2=30,LEAK,2,3
effect.3=100,BREAK,,

[EFFECTS.4]
; System =
effect.0=10,LEAK,3,1
effect.1=20,LEAK,3,2
effect.2=30,LEAK,3,3
effect.3=100,BREAK,,

[EFFECTS.5]
; System =
effect.0=100,BREAK,,

[EFFECTS.6]
; System =
effect.0=100,BREAK,,

[EFFECTS.7]
; System =
effect.0=10,DAMAGE,2,1
effect.1=20,DAMAGE,2,2
effect.2=30,DAMAGE,2,3
effect.3=100,BREAK,,

[EFFECTS.8]
; System =
effect.0=100,BREAK,,

[EFFECTS.9]
; System =
effect.0=100,BREAK,,

[EFFECTS.10]
; System =
effect.0=100,BREAK,,

[EFFECTS.11]
; System =
effect.0=100,BREAK,,

[EFFECTS.12]
; System =
effect.0=10,LEAK,3,1
effect.1=20,LEAK,3,2
effect.2=30,LEAK,3,3
effect.3=100,BOMB,1,

[EFFECTS.13]
; System =
effect.0=100,BREAK,,

[EFFECTS.14]
; System =
effect.0=100,BREAK,,

[EFFECTS.15]
; System =
effect.0=100,BOMB,1,

[EFFECTS.16]
; System =
effect.0=100,BREAK,1,

[EFFECTS.17]
; System =
effect.0=100,BREAK,,

[EFFECTS.18]
; System =
effect.0=100,BREAK,,

[EFFECTS.19]
; System =
effect.0=100,BREAK,,

[EFFECTS.20]
; System =
effect.0=100,BREAK,,

[EFFECTS.21]
; System =
effect.0=100,BREAK,,

[EFFECTS.22]
; System =
effect.0=10,LEAK,2,1
effect.1=20,LEAK,2,2
effect.2=30,LEAK,2,3
effect.3=100,BREAK,1,

[EFFECTS.23]
; System =
effect.0=100,BOMB,1,

[EFFECTS.24]
; System =
effect.0=100,BREAK,2,

[EFFECTS.25]
; System =
effect.0=100,BREAK,,

[EFFECTS.26]
; System =
effect.0=100,BREAK,,

[EFFECTS.27]
; System =
effect.0=100,BREAK,,

[EFFECTS.28]
; System =
effect.0=100,BREAK,,

[EFFECTS.29]
; System =
effect.0=100,BREAK,,

[EFFECTS.30]
; System =
effect.0=10,LEAK,2,1
effect.1=20,LEAK,2,2
effect.2=30,LEAK,2,3
effect.3=100,BREAK,1,

[EFFECTS.31]
; System =
effect.0=100,BOMB,1,

[EFFECTS.32]
; System =
effect.0=100,BREAK,,

[EFFECTS.33]
; System =

[EFFECTS.34]
; System =

[GUNSTATIONS]
;
gunstation.0=0,-1,1,0.06,747,2,0.01,500,1,40,1d1*10,0,0.403,3.9844,0,0,0,0,0,0,0,0.45
;
gunstation.1=1,-2,2,0.11,549,2,0.05,500,4,40,1d1*28,0,-0.1953,3.75,0,0,0,0,0,0,0,4.82
;
gunstation.2=0,-4,1,0.06,747,2,0.01,1000,1,40,1d1*10,0,0.63,-3,-10,0,180,-30,30,15,-45,0.45
;
gunstation.3=0,-4,1,0.06,747,2,0.01,1000,1,40,1d1*10,0,-0.73,-3.3,25,0,180,-30,30,15,-45,0.45
;
gunstation.4=3,21,8,0,0,0,0,0,0,0,1d1*6000,0,0,0,0,0,0,0,0,0,0,8818

[guns.0]
gun.0=1000,-0.1,-0.59,-1.58,0,0,1,1000
gun.1=1000,0.1,-0.59,-1.59,0,0,1,1000

[guns.1]
gun.0=120,0.44,-0.15,-1.81,0,0,1,60

[guns.2]
gun.0=1000,0,0,0,0,0,1,1000

[guns.3]
gun.0=1000,0,0,0,0,0,1,1000

[guns.4]
gun.0=8,0,0,0,0,0,0,8

[HARDPOINTS]
mount.0=-0.04,0.1,-1.25
mount.1=-0.1,0.12,-1.25
mount.2=0,0.2,0
mount.3=0,0.2,0
mount.4=0,0,0

mount.5=0,0,0
mount.6=0,0,0
mount.7=0,0,0


[PAYLOADS]
payload.0=Jabo bomb

[PAYLOAD.0]
; Payload = Jabo bomb
mount.2=wep_pretc500, 3, -1
mount.3=wep_pr_sc250_gp, 3, -1


[STRINGS]
"box_name.0"=nose
"box_name.1"=fuselage
"box_name.2"=port Wing
"box_name.3"=starboard wing
"box_name.4"=elevator
"box_name.5"=engine 1
"box_name.6"=engine 2
"box_name.7"=Left rudder
"box_name.8"=right rudder
"box_name.9"=tail
"system_name.0"=
"system_name.1"=
"system_name.2"=
"system_name.3"=
"system_name.4"=
"system_name.5"=
"system_name.6"=
"system_name.7"=
"system_name.8"=
"system_name.9"=
"system_name.10"=
"system_name.11"=
"system_name.12"=
"system_name.13"=
"system_name.14"=
"system_name.15"=
"system_name.16"=
"system_name.17"=
"system_name.18"=
"system_name.19"=
"system_name.20"=
"system_name.21"=
"system_name.22"=
"system_name.23"=
"system_name.24"=
"system_name.25"=
"system_name.26"=
"system_name.27"=
"system_name.28"=
"system_name.29"=
"system_name.30"=
"system_name.31"=
"system_name.32"=
"system_name.33"=
"system_name.34"=
"payload_name.0"=bomb(0)
"payload_name.1"=bomb (1)


; DPED Version 1.21



====================

You will see above what I have done so far.

Thanks for the help
[SIZE=-1].

I suppose one can substitute another su
[SIZE=-1]ita[SIZE=-1]ble bomb. I do not know if the blue lines at the end play any role.


Nick[/SIZE][/SIZE][/SIZE]

[/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE][/SIZE]

[/SIZE]
 
nope no racks needed.

yes the blue is needed. that is what you will see when you select your weapons. also what is seen in Mission Builder.

this plane could use some DP work. the systems and such are a little messy.
 
no end to this probelm

Blood Hawk,

I have been trying everything for 2 hours this morning and I cannot get the damn plane to drop 2 bombs. This is proving a nightmare.

I even copied the TRA Halifax settings and then many drops bombs dropped and many loads appeared too, but the aircraft was too heavy, so that dp was ditched.

I also tried to change to a French light bomb, and that did not work.

I am back to my old dp, which drops just one 250kg German bomb, and stuck here. After days of trying I have not moved an inch foreward!


The Gunstations section is still confusing to me, as it is not clear what and how many and what to write in so as to add more bombs and where in the paylload setcions it refers. If ever anyone has managed to make a great mystery, it is MS and its dp editing parameters for CFS2.

I have found a Marcel Bloch MB200 that gives the suitable French weapons and tried to write those in, no luck.

I still cannot understand how one can make a French bomber that does not drop bombs--Alain Breton, in this case. As I speak French I may email him if I can find him about this and grumble a bit.


My current dp text is below, in blue:
Can you point out what I should change and how so that 2 bombs drop please?

===================

[BOXES]
box.0=%box_name.0%,-0.51,-0.83,1.05,0.51,0.57,2.3
box.1=%box_name.1%,-0.51,-0.91,-2.53,0.51,0.82,1.05
box.2=%box_name.2%,-7.7,-0.09,-1.61,-0.51,0.4,0.71
box.3=%box_name.3%,0.51,-0.08,-1.61,7.79,0.45,0.73
box.4=%box_name.4%,-2.02,-0.44,-7.12,2.02,0.68,-5.97
box.5=%box_name.5%,-2.66,-0.62,0.18,-1.47,0.48,2.18
box.6=%box_name.6%,1.45,-0.7,0.15,2.53,0.51,2.13
box.7=%box_name.7%,-2.17,-0.34,-7.11,-1.71,1.29,-6.09
box.8=%box_name.8%,1.83,-0.32,-7.1,2.14,1.3,-6.1
box.9=%box_name.9%,-0.39,-0.84,-6.67,0.37,0.49,-2.52

[SYSTEMS]
system.0=%system_name.0%,300,0
system.1=%system_name.1%,100,1
system.2=%system_name.2%,100,2
system.3=%system_name.3%,100,2
system.4=%system_name.4%,100,7
system.5=%system_name.5%,200,-1
system.6=%system_name.6%,250,-2
system.7=%system_name.7%,150,-3
system.8=%system_name.8%,100,9
system.9=%system_name.9%,500,18
system.10=%system_name.10%,100,19
system.11=%system_name.11%,100,20
system.12=%system_name.12%,200,10
system.13=%system_name.13%,100,22
system.14=%system_name.14%,100,-4
system.15=%system_name.15%,200,21
system.16=%system_name.16%,500,23
system.17=%system_name.17%,150,25
system.18=%system_name.18%,50,26
system.19=%system_name.19%,250,27
system.20=%system_name.20%,200,28
system.21=%system_name.21%,150,29
system.22=%system_name.22%,250,3
system.23=%system_name.23%,150,-5
system.24=%system_name.24%,500,30
system.25=%system_name.25%,150,32
system.26=%system_name.26%,50,33
system.27=%system_name.27%,250,34
system.28=%system_name.28%,200,35
system.29=%system_name.29%,150,36
system.30=%system_name.30%,250,4
system.31=%system_name.31%,150,-6
system.32=%system_name.32%,200,41
system.33=%system_name.33%,200,39
system.34=%system_name.34%,200,40

[BOXMAPS.0]
; Box = nose
boxmap.0=70,0
boxmap.1=10,-1
boxmap.2=10,-2

[BOXMAPS.1]
; Box = fuselage
boxmap.0=5,7
boxmap.1=15,-3
boxmap.2=5,9
boxmap.3=35,18
boxmap.4=5,19
boxmap.5=5,20
boxmap.6=15,10
boxmap.7=5,22
boxmap.8=10,-4

[BOXMAPS.2]
; Box = port Wing
boxmap.0=50,23
boxmap.1=15,25
boxmap.2=5,26
boxmap.3=10,27
boxmap.4=5,28
boxmap.5=10,29

[BOXMAPS.3]
; Box = starboard wing
boxmap.0=50,30
boxmap.1=15,32
boxmap.2=5,33
boxmap.3=10,34
boxmap.4=5,35
boxmap.5=10,36

[BOXMAPS.4]
; Box = elevator
boxmap.0=5,19
boxmap.1=5,22
boxmap.2=25,39
boxmap.3=25,40

[BOXMAPS.5]
; Box = engine 1
boxmap.0=5,2
boxmap.1=5,19
boxmap.2=5,22
boxmap.3=15,23
boxmap.4=5,25
boxmap.5=20,3
boxmap.6=25,41
boxmap.7=10,39
boxmap.8=10,40

[BOXMAPS.6]
; Box = engine 2
boxmap.0=5,2
boxmap.1=5,19
boxmap.2=5,22
boxmap.3=15,30
boxmap.4=5,32
boxmap.5=20,4
boxmap.6=25,41
boxmap.7=10,39
boxmap.8=10,40

[BOXMAPS.7]
; Box = Left rudder

[BOXMAPS.8]
; Box = right rudder

[BOXMAPS.9]
; Box = tail

[EFFECTS.0]
; System =
effect.0=100,BREAK,,

[EFFECTS.1]
; System =
effect.0=10,LEAK,1,1
effect.1=20,LEAK,1,2
effect.2=30,LEAK,1,3
effect.3=100,BREAK,,

[EFFECTS.2]
; System =
effect.0=10,LEAK,2,1
effect.1=20,LEAK,2,2
effect.2=30,LEAK,2,3
effect.3=100,BREAK,,

[EFFECTS.3]
; System =
effect.0=10,LEAK,2,1
effect.1=20,LEAK,2,2
effect.2=30,LEAK,2,3
effect.3=100,BREAK,,

[EFFECTS.4]
; System =
effect.0=10,LEAK,3,1
effect.1=20,LEAK,3,2
effect.2=30,LEAK,3,3
effect.3=100,BREAK,,

[EFFECTS.5]
; System =
effect.0=100,BREAK,,

[EFFECTS.6]
; System =
effect.0=100,BREAK,,

[EFFECTS.7]
; System =
effect.0=10,DAMAGE,2,1
effect.1=20,DAMAGE,2,2
effect.2=30,DAMAGE,2,3
effect.3=100,BREAK,,

[EFFECTS.8]
; System =
effect.0=100,BREAK,,

[EFFECTS.9]
; System =
effect.0=100,BREAK,,

[EFFECTS.10]
; System =
effect.0=100,BREAK,,

[EFFECTS.11]
; System =
effect.0=100,BREAK,,

[EFFECTS.12]
; System =
effect.0=10,LEAK,3,1
effect.1=20,LEAK,3,2
effect.2=30,LEAK,3,3
effect.3=100,BOMB,1,

[EFFECTS.13]
; System =
effect.0=100,BREAK,,

[EFFECTS.14]
; System =
effect.0=100,BREAK,,

[EFFECTS.15]
; System =
effect.0=100,BOMB,1,

[EFFECTS.16]
; System =
effect.0=100,BREAK,1,

[EFFECTS.17]
; System =
effect.0=100,BREAK,,

[EFFECTS.18]
; System =
effect.0=100,BREAK,,

[EFFECTS.19]
; System =
effect.0=100,BREAK,,

[EFFECTS.20]
; System =
effect.0=100,BREAK,,

[EFFECTS.21]
; System =
effect.0=100,BREAK,,

[EFFECTS.22]
; System =
effect.0=10,LEAK,2,1
effect.1=20,LEAK,2,2
effect.2=30,LEAK,2,3
effect.3=100,BREAK,1,

[EFFECTS.23]
; System =
effect.0=100,BOMB,1,

[EFFECTS.24]
; System =
effect.0=100,BREAK,2,

[EFFECTS.25]
; System =
effect.0=100,BREAK,,

[EFFECTS.26]
; System =
effect.0=100,BREAK,,

[EFFECTS.27]
; System =
effect.0=100,BREAK,,

[EFFECTS.28]
; System =
effect.0=100,BREAK,,

[EFFECTS.29]
; System =
effect.0=100,BREAK,,

[EFFECTS.30]
; System =
effect.0=10,LEAK,2,1
effect.1=20,LEAK,2,2
effect.2=30,LEAK,2,3
effect.3=100,BREAK,1,

[EFFECTS.31]
; System =
effect.0=100,BOMB,1,

[EFFECTS.32]
; System =
effect.0=100,BREAK,,

[EFFECTS.33]
; System =

[EFFECTS.34]
; System =

[GUNSTATIONS]
;
gunstation.0=0,-1,1,0.06,747,2,0.01,500,1,40,1d1*10,0,0.403,3.9844,0,0,0,0,0,0,0,0.45
;
gunstation.1=1,-2,2,0.11,549,2,0.05,500,4,40,1d1*28,0,-0.1953,3.75,0,0,0,0,0,0,0,4.82
;
gunstation.2=0,-4,1,0.06,747,2,0.01,1000,1,40,1d1*10,0,0.63,-3,-10,0,180,-30,30,15,-45,0.45
;
gunstation.3=0,-4,1,0.06,747,2,0.01,1000,1,40,1d1*10,0,-0.73,-3.3,25,0,180,-30,30,15,-45,0.45
;
gunstation.4=3,21,8,0,0,0,0,0,0,0,1d1*6000,0,0,0,0,0,0,0,0,0,0,8818

[guns.0]
gun.0=1000,-0.1,-0.59,-1.58,0,0,1,1000
gun.1=1000,0.1,-0.59,-1.59,0,0,1,1000

[guns.1]
gun.0=120,0.44,-0.15,-1.81,0,0,1,60

[guns.2]
gun.0=1000,0,0,0,0,0,1,1000

[guns.3]
gun.0=1000,0,0,0,0,0,1,1000

[guns.4]
gun.0=8,0,0,0,0,0,0,8

[HARDPOINTS]
mount.0=-0.04,0.1,-1.25
mount.1=-0.1,0.12,-1.25
mount.2=0,0.2,0
mount.3=0,0.2,0
mount.4=0,0,0
mount.5=0,0,0
mount.6=0,0,0
mount.7=0,0,0

[PAYLOADS]
payload.0=Jabo bomb

[PAYLOAD.0]
; Payload = Jabo bomb
mount.2=wep_pretc500, 1, -1
mount.3=wep_pr_sc250_gp, 1, -1

[STRINGS]
"box_name.0"=nose
"box_name.1"=fuselage
"box_name.2"=port Wing
"box_name.3"=starboard wing
"box_name.4"=elevator
"box_name.5"=engine 1
"box_name.6"=engine 2
"box_name.7"=Left rudder
"box_name.8"=right rudder
"box_name.9"=tail
"system_name.0"=
"system_name.1"=
"system_name.2"=
"system_name.3"=
"system_name.4"=
"system_name.5"=
"system_name.6"=
"system_name.7"=
"system_name.8"=
"system_name.9"=
"system_name.10"=
"system_name.11"=
"system_name.12"=
"system_name.13"=
"system_name.14"=
"system_name.15"=
"system_name.16"=
"system_name.17"=
"system_name.18"=
"system_name.19"=
"system_name.20"=
"system_name.21"=
"system_name.22"=
"system_name.23"=
"system_name.24"=
"system_name.25"=
"system_name.26"=
"system_name.27"=
"system_name.28"=
"system_name.29"=
"system_name.30"=
"system_name.31"=
"system_name.32"=
"system_name.33"=
"system_name.34"=
"payload_name.0"=bomb(0)
"payload_name.1"=bomb (1)

; DPED Version 1.21




 
don't get discouraged.

On your original, did you start from an existing DP or start a new one?

check your PMs. I'll send you my email. then send me the DP and I help you work on it and give a better explanation for each area.

You've gone this far so you might as well jump in with both feet.
 
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