A day that will live, In Infamy

General discussion for CFS2 - WW 2 Pacific Theater

A day that will live, In Infamy

Postby BUZZ_1 » Fri May 12, 2006 9:37 am

Hey guys I need help.
I made a real nice mission depicting one of the worst days in US history.
PEARL HARBOR was attacked buy military forces, of the empire of Japan.
It has buildings, planes, ground units, and I even downloaded old battleships for battleship row.
The problem is, that they start shooting at my jap planes as soon as we get there, and most of the planes are shot down before they can attack the targets. Nice for the US fleet, but not what history class has taught us.
Anybody know how to place ships (Battleships, Destroyers, etc...)  that don't shoot back?
Maybe ships that don't sink right away. I would like to see the ships burning for awhile before they sink.

I also made a real nice mission for the Battle of Midway.
But when the Bombers find the 4 jap carriers, the flightdecks should be loaded with Fighters, and bombers ready to attack Midway. I haven't found a way to place aircraft on the decks of Target Carriers.

Any help with these problems would be great.
Once I fix these problems, I can list them on Simviation
so they can be downloaded.

Thanks
BUZZ
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Re: A day that will live, In Infamy

Postby james007 » Fri May 12, 2006 11:32 pm

Buzz_1 my reconmendation to make the Ships retard their shooting or make the Ships shoot back as the planes approach closer to their tarket is to create a front line close to the ships.

This way the Ships will not recognize the planes as enemy until they are real close to them.
Another thing to remember is to classify the Ships as rockies. This way they are not as accurate with there AAA fire as a veteran or Ace Ship might be.

Here is a post by B24 Guy on how to make multiple Takeoff from carriers.

This process will place a virtual runway over the flight deck of the aircraft carrier, and allow wingmen or groups of AI aircraft, to populate or take off, from the carrier deck.



To make things easy, I created a new airbase in the airbase.dat file, (located in the CFS2\INFO folder.).


1. Create entry in airbase.dat file.

(You can have more then one just increase xxx numbers and change name)



Here is Data for the Airbases.dat file. Fill in the XXX with the next numbers in sequence and do not delete the little square eof marker.


[runway.xxx]
id=xxxx
name=Fake runway one
heading=40
allegiance=0
units_across=1
base_lat=N6* 8.70'
base_lon=E135* 4.68'
base_alt=+64
takeoff_start_pos=28,0
takeoff_stop_pos=1600,200
landing_start_pos=5000,350
landing_touchdown_pos=5,0
landing_stop_pos=150,0



2. Build mission with yourself taking off from carrier.(Start with two wingmen)
(Make sure starting speed of carrier is zero.)

(Try to make the starting heading of the Carrier either North, South, East ,or West.)

This will make things easier when you decide to advance from here.

3. Fly mission, PAUSE,Hit Shift-Z, and write down starting info. IE- lat, lon, alt, heading.

4. Exit mission Builder.

5. Edit the new "Fake runway one" airbase entry that you placed in the "airbase.dat" file. (use data from step 3)

6. Restart mission builder and load mission.

7. Change takeoff from "Name of Carrier" to "Fake runway one" airbase.

8. Save and Exit

9. Enjoy

Note: If the carrier speed is greater than 20 knts. your wingmen will start their takeoff roll as soon as you start your engine.

B24Guy

P.S. I some how left out the allegiance=0 section of the airbase entry.
I hope this has not caused anyone any problems.

Just became aware of the fact that if you don't have an airbase in your "airbases.dat" file with the same Id # as that called for in the mission, going into map mode will Cause CTD.

This is going to force the user to have to do a edit on his airbases.dat file as well as editing the mission to match the new airbase entry.

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Last edited by The B24 Guy : 25-Jul-2005 at 06:15.
Last edited by james007 on Sat May 13, 2006 12:43 pm, edited 1 time in total.
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