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  • Please see the most recent updates in the "Where did the .com name go?" thread. Posts number 16 and 17.

    Post 16 Update

    Post 17 Warning

Which will be better... CS weapons for FSX or VRS Tacpack

Again, agree completely. I can't think of any more appropriate place to host a whole horde of appropriate period and themed virtual Squadrons. ;)

Ian P.
 
Well I'm thinking of buying the CS pack to put on the skysim hawk and a few others however I was just wondering how hard/easy it is to add them to your aircraft?
 
Im not sure for FSX Multiplayer + dogfight and this kind of tools. Sim is open. You can create what You want. You can edit what You need. So no problem to create cheets , super bombs, missiles ect. => reason for me, only sim with closed struture is good idea to Combat MP like: RoF, DCS, IL-2 (CoD) series ect. FSX only - for civil traffic (Single, Multi), combat missions (but coperation, Multi), missions with AI. Not for dogfights in my opinion.

This is precisely why VRS is working to keep such things "safe" from a multiplayer perspective. This is being addressed to keep things balanced.

Jon and VRS have already broken a lot of ground never thought before in FS, and I have full faith he will continue to do so. I also speak from the perspective of someone that HAS had access to VRS' work in regards to the weapons pack.

I digress. I clearly have a dog in the fight.
 
Well I'm thinking of buying the CS pack to put on the skysim hawk and a few others however I was just wondering how hard/easy it is to add them to your aircraft?

Very ez. You have a Loader you can put on your decktop . That will open up a window that will show all the drivable or planes you have. You find the plane you want push enter and that is IT. you can unload the weapons the same way. Very ez.

flyer01:salute:
 
Very ez. You have a Loader you can put on your decktop . That will open up a window that will show all the drivable or planes you have. You find the plane you want push enter and that is IT. you can unload the weapons the same way. Very ez.

flyer01:salute:

When you put these weapons on another aircraft, say for instance, the Alphasim F-5E, do the weapons actualy appear on the aircraft and then launch or fall properly when fired? The reason I ask is that maybe I misunderstood but when I looked at the CS weapons demos I kind of got the impression that you only got the weapons effects from a cockpit perspective. Maybe I didn't look close enough so I apologize in advance if this is kind of a "duh!" question.
 
They do not appear on the aircraft model, no. The weapon is generated when fired, then visibly tracks to the target (if guided).

The other "issue" with what flyer01 says is that if you add weapons that way and do not modify the xml file, your, say, Spitfire, will have about four each of about eight different kinds of missiles and six different guns. If you want to change that, you'll have to manually edit the XML file.

Ian P.
 
They do not appear on the aircraft model, no. The weapon is generated when fired, then visibly tracks to the target (if guided).

The other "issue" with what flyer01 says is that if you add weapons that way and do not modify the xml file, your, say, Spitfire, will have about four each of about eight different kinds of missiles and six different guns. If you want to change that, you'll have to manually edit the XML file.

Ian P.

Ian P thanK you for answering that.

I did not see that question.

What happens is, when you select the loader------- and the plane------- then add to the plane. the loader makes a copy of the master unit Dat file into a XML file and puts it into what plane you want.

I don't know if the plane gets all the weight of the weapons that are in the XML or not or just when you select them from the weapons window while your in the sim.

Now if you want to make each plane you have with its own weapons load you do that after you add the weapons to the plane. But Remember that the master unit Dat file did not change after you changed the xml file in the plane. If you unload and load it will change the xml back to what the master unit Dat file has in it.

This is a fun addon to have and to tinker with until the next toy comes along.LOL


flyer01:salute:
 
It can't add the weight, otherwise with four Kormorans, four Sparrows, six Sidewinders, six SRAAMs, a dozen or so other A-A missiles, four guns randing in size from an M60C to an M61, two HARMs, some other A-G missiles...

...good grief, how would my poor little Spitfire Ia have ever left the ground? :d

This is one of the reasons that I still say this is only a half-way house. It's where Tacpack will initially be better as well, even if only with the VRS Hornet (which can already do what this does anyway, but the VRS pack is locked to one aircraft, where this can be used with anything).

I think this will take quite a lot of work to get to where it really needs to be, but it's a perfectly usable start, if they can iron out some of the more glaring issues.

Cheers,

Ian P.
 
IanP,
What you say. For the people that don't want to get the SBug this is the best way to go. This can be fit to any plane with out having the Sbug and the TacPack.

Now I think that the TacPack will in time be better. I have the Sbug and it is the most advanced plane IMO out there.
There needs to be a loader for the TacPack made just like the CS pack. That would be the best thing.

flyer01:salute:
 
This is one of the reasons that I still say this is only a half-way house. It's where Tacpack will initially be better as well, even if only with the VRS Hornet (which can already do what this does anyway, but the VRS pack is locked to one aircraft, where this can be used with anything).

Cheers,

Ian P.

We will eventually be able to implement the VRS tacpack onto other aircraft although it looks like to do so you would need a bit of modification knowledge.
 
The key word being eventually.

This is my whole point about the stupidity of trying to argue which one is better. Right now, you don't need the CS pack to shoot down the AI in the VRS Super Bug. It does it already.

When Tacpack is released, you will be able to shoot down other Superbugs in multiplayer... but only in the Superbug. Eventually you may be able to use it in other aircraft. We have no proof, positive or negative.

Right now, you can shoot down the AI in any aircraft using the CS Weapons pack. You can't us it in multiplayer, it lacks some other features (weight changes, visual model effects), but works on any aircraft. Eventually you may well be able to use it in multiplayer and it may have weight and visual model effects. Once again, though, we have no proof, positive or negative.

So therefore the two products are not directly compatible. Eventually they may well be, but right now, they're not. Therefore any argument about which is better or worse is utterly moot.

Ian P.
 
Okay I gave in and bought CS weapons and preordered VRS weapons. I didn't have much chance to go over the manual but it didn't take much to figure out how to fire the guns or rockets. But every time I fired the gun, the audio would stick so it sounded like the gun was firing constantly even though it only fired when I held the trigger. The audio would stay stuck until I would get completely out of the flight. Very annoying...
 
I'm not part of there customer support. But this is what I did to get the sound to work. Or you can just take the sound wav. out until thy get a patch for this.
CS is working on this.

To get your gun sound to stop after you shoot the guns.

Go to C:\Program Files\Microsoft Games\Microsoft Flight Simulator X\Captain_Sim\weapon\loader\cfg

Back up your unit dat file .
Then open it in notepad and find loopEnd="1.3059" on your guns.

just change the loopEnd="1.3059" to loopEnd="0.000" .

Do this to all your guns AND JUST YOUR GUNS. lol

This will Stop the guns sound from staying on. Thy are still not the way thy should be but much better.

I had to take this also out of the sound folder or it will stay on sometimes------ csweapon_mg_bullet_land1. wav

I hope this helps. It worked on my PC.

flyer01:salute:
 
I'm not part of there customer support. But this is what I did to get the sound to work. Or you can just take the sound wav. out until thy get a patch for this.
CS is working on this.

To get your gun sound to stop after you shoot the guns.

Go to C:\Program Files\Microsoft Games\Microsoft Flight Simulator X\Captain_Sim\weapon\loader\cfg

Back up your unit dat file .
Then open it in notepad and find loopEnd="1.3059" on your guns.

just change the loopEnd="1.3059" to loopEnd="0.000" .

Do this to all your guns AND JUST YOUR GUNS. lol

This will Stop the guns sound from staying on. Thy are still not the way thy should be but much better.

I had to take this also out of the sound folder or it will stay on sometimes------ csweapon_mg_bullet_land1. wav

I hope this helps. It worked on my PC.

flyer01:salute:

Well thanks for the info but unfortunately it didn't work for me. :( If I use the M61 and do really short bursts it seems to work okay and doesn't stay on but anything more than a split second trigger pull makes it stick.
 
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