CFS3 Gunnery

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CFS3 Gunnery

Postby Smoke2much » Wed Mar 15, 2006 9:03 am

The Wellington is at the point where I have added a front turret.  Using the SDK and the JU88 as a guideline and the B-25 DP XML document as a framework I have made the front turret Gunstation1. the parts of the front turret in Gmax are all therefore as follows:

gun1_l_r
gun1_fore_aft
gun_grp1b0_0

and to make it work it is virtual_cockpit1 with eyepoint1, all nicely linked and cloned so that it shows up in exterior shots as well.  I even flipped the polies that make up the glass so that you can see it from within the turret.

My problem is that whilst I get full and correct movement both within the VC (F8 ) and in the exterior views of the visual model (F4) the aircraft refuses to load any ammo so the gun will not fire.  I cannot understand where I am going wrong.  The only changes made to the DP are for the model and some of the description.


     


I have left the gunstation information unaltered.  



This is the entry for the "nose gun" it is the second in the list of guns and therefore gun1.

Does anyone have any ideas about what I am missing out?

Thanks

Will
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Re: CFS3 Gunnery

Postby Mathias » Wed Mar 15, 2006 10:43 am

Will, two thoughts:
first, if it's your first gun listed in the xdp gunstation section it should actually be gun0 in the Gmax file.

Second, is the gun correctly added to the seat section like in this example?

Last edited by Mathias on Wed Mar 15, 2006 10:45 am, edited 1 time in total.
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Re: CFS3 Gunnery

Postby Smoke2much » Wed Mar 15, 2006 11:09 am

It's the second gun in the xdp, therefore gun1.  The gunstation id is also set to 1 in the xdp.

Thanks for your help.
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Re: CFS3 Gunnery

Postby Mathias » Wed Mar 15, 2006 8:10 pm

Third, maybe stupid thought:
Have you deleted the bdp file?  ::)
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Re: CFS3 Gunnery

Postby Smoke2much » Thu Mar 16, 2006 12:46 am

No, BDP file is as large as life and still there.
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Re: CFS3 Gunnery

Postby Mathias » Thu Mar 16, 2006 4:17 am

The bdp file contains the xdp data (and some of the airfile and model data) in an optimized binary format automatically written by the game engine.
You need to delete it when making changes to the xdp or the changes won't work.
The bdp will get re-created when you start CFS3 the next time.
I bet your guns will fire once you kill the thing.
Last edited by Mathias on Thu Mar 16, 2006 4:20 am, edited 1 time in total.
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Re: CFS3 Gunnery

Postby Smoke2much » Thu Mar 16, 2006 12:59 pm

Thanks mate!

I'll give it a go.

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Re: CFS3 Gunnery

Postby Smoke2much » Sun Mar 19, 2006 3:21 am

Despite a deletion of the BDP file the wellington still has no teeth.  It is also always carrying 6 bombs no matter what I do.  I have a headache now!
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Re: CFS3 Gunnery

Postby n.rev » Tue Apr 18, 2006 5:41 pm

The first thing I noticed in

gun1_l_r
gun1_fore_aft
gun_grp1b0_0


Was
gun_grp1b0_0

THIS BIT" _0 " might be the pain

So in GMAX Select Objects tree (with the display sub tree Ticked)

Inside View parts name                              Modifier List

cockpits                                    (dummy)
     cockpit_virtual1                        (dummy)
           gun1_l_r_1                        PART (left & right movement inside view)
                 gun1_fore_aft_1                  PART (up & down movement inside view)
                       gun_grp1b0_1            (dummy)
                       gun_grp1b1_1            (dummy)
                       eyepoint1            (dummy) View option 1 see below
                       


Outside View parts name                              Modifier List

wellinton_LOD100                              (dummy) your planes name
     center                                    (dummy)
         fuselage                              PART
           cockpit1                        (dummy)
                 gun1_l_r                  PART (left & right movement outside view)
                       gun1_fore_aft            PART (up & down movement outside view)
                             gun_grp1b0      (dummy)
                             gun_grp1b1      (dummy)

The bits to note are the "_1" on the end of inside view part names stops the multi name alarm
also "cockpit_virtual1", "eyepoint1" or use "PiLOT CAM1" the number "1" all the same to make life how I like it simple!!

It must have also an eyepoint0 for the pilot

now you need to get the XDP file to have this in it

     the first bit is the pilots gun line so it does not have any bullets unless you have a nose cannon but it must in the XDP anyway

     SystemID="1"            this is for the            cockpit_virtual1
     View="1"            this is for the            eyepoint1
     GunStation ID="1"      this is for the movement of            gun1_l_r
                                                               gun1_fore_aft

Now you may also add

     PiLOT CAM1            (Target Camera) View option 2
     PiLOT CAM1.Target      (Target Camera) View option 2

     As well to change the way you see from the View="1" point not sure if you can add both!

As for the bomb Load they are binary Number & max must not exceed the Drywieght minus maxwieght Kgs
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