Search the archive:
Simviation Main Site
|
Site Search
|
Upload Images
Simviation Forum
›
Design Forums
›
Aircraft & 3D Design
› CFS3 Gunnery
(Moderators: Mitch., Fly2e, ozzy72, beaky, Clipper, JBaymore, Bob70, BigTruck)
‹
Previous Topic
|
Next Topic
›
Pages: 1
CFS3 Gunnery (Read 419 times)
Mar 15
th
, 2006 at 9:03am
Smoke2much
Offline
Colonel
The Unrepentant Heretic
Sittingbourne, Kent,
Posts: 3879
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.
Quote:
<UnitData>
<General Allegience="0" LongName="Vickers Wellington Mk 1c" ShortName="Wellington" ModelName="wellington.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="2" Type="moving" EnteredService="02/01/1942" LeftService="12/1/1957" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="tactical_bomber" Country="britain" AllowSpawn="y" InfoURL="help\topics\infob25.htm" ChecklistURL="help\topics\infob25.htm"></General>
I have left the gunstation information unaltered.
Quote:
<GunStation UpLimit="30" DownLimit="30" LeftLimit="30" RightLimit="30" RateLimit="60" SystemID="chin_gun" Tracer="40" Trainable="1" Trigger="0" Type="50calBrowningM2_gun" Name="Nose Gun" ConvergeDistance="300" Pitch="0" MaxAmmo="400"/>
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
Who switched the lights off? I can't see a thing....... Hold on, my eyes were closed. Oops, my bad...............&&
Back to top
IP Logged
Reply #1 -
Mar 15
th
, 2006 at 10:43am
Mathias
Offline
Colonel
Toy Maker
Germany
Gender:
Posts: 558
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?
<Seat Name="Co-Pilot">
<Stations>
<Station Name="Co-Pilot" Type="gunner_station" View="1">
<GunStations>
<GunStation ID="0"/>
</GunStations>
</Station>
</Stations>
</Seat>
Mathias&&
Back to top
IP Logged
Reply #2 -
Mar 15
th
, 2006 at 11:09am
Smoke2much
Offline
Colonel
The Unrepentant Heretic
Sittingbourne, Kent,
Posts: 3879
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.
Who switched the lights off? I can't see a thing....... Hold on, my eyes were closed. Oops, my bad...............&&
Back to top
IP Logged
Reply #3 -
Mar 15
th
, 2006 at 8:10pm
Mathias
Offline
Colonel
Toy Maker
Germany
Gender:
Posts: 558
Third, maybe stupid thought:
Have you deleted the bdp file?
Mathias&&
Back to top
IP Logged
Reply #4 -
Mar 16
th
, 2006 at 12:46am
Smoke2much
Offline
Colonel
The Unrepentant Heretic
Sittingbourne, Kent,
Posts: 3879
No, BDP file is as large as life and still there.
Who switched the lights off? I can't see a thing....... Hold on, my eyes were closed. Oops, my bad...............&&
Back to top
IP Logged
Reply #5 -
Mar 16
th
, 2006 at 4:17am
Mathias
Offline
Colonel
Toy Maker
Germany
Gender:
Posts: 558
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.
Mathias&&
Back to top
IP Logged
Reply #6 -
Mar 16
th
, 2006 at 12:59pm
Smoke2much
Offline
Colonel
The Unrepentant Heretic
Sittingbourne, Kent,
Posts: 3879
Thanks mate!
I'll give it a go.
Will
Who switched the lights off? I can't see a thing....... Hold on, my eyes were closed. Oops, my bad...............&&
Back to top
IP Logged
Reply #7 -
Mar 19
th
, 2006 at 3:21am
Smoke2much
Offline
Colonel
The Unrepentant Heretic
Sittingbourne, Kent,
Posts: 3879
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!
Who switched the lights off? I can't see a thing....... Hold on, my eyes were closed. Oops, my bad...............&&
Back to top
IP Logged
Reply #8 -
Apr 18
th
, 2006 at 6:41pm
n.rev
Offline
Colonel
FS9 CFS3
UK
Gender:
Posts: 42
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
Back to top
IP Logged
Pages: 1
‹
Previous Topic
|
Next Topic
›
« Home
‹ Board
Top of this page
Forum Jump »
Home
» 10 most recent Posts
» 10 most recent Topics
Current Flight Simulator Series
- Flight Simulator X
- FS 2004 - A Century of Flight
- Adding Aircraft Traffic (AI) & Gates
- Flight School
- Flightgear
- MS Flight
Graphic Gallery
- Simviation Screenshots Showcase
- Screenshot Contest
- Edited Screenshots
- Photos & Cameras
- Payware Screenshot Showcase
- Studio V Screenshot Workshop
- Video
- The Cage
Design Forums
- Aircraft & 3D Design ««
- Scenery & Panel Design
- Aircraft Repainting
- Designer Feedback
General
- General Discussion
- Humour
- Music, Arts & Entertainment
- Sport
Computer Hardware & Software Forum
- Hardware
- Tweaking & Overclocking
- Computer Games & Software
- HomeBuild Cockpits
Addons Most Wanted
- Aircraft Wanted
- Other Add-ons Wanted
Real World
- Real Aviation
- Specific Aircraft Types
- Autos
- History
On-line Interactive Flying
- Virtual Airlines Events & Messages
- Multiplayer
Simviation Site
- Simviation News & Info
- Suggestions for these forums
- Site Questions & Feedback
- Site Problems & Broken Links
Combat Flight Simulators
- Combat Flight Simulator 3
- Combat Flight Simulator 2
- Combat Flight Simulator
- CFS Development
- IL-2 Sturmovik
Other Websites
- Your Site
- Other Sites
Payware
- Payware
Old Flight Simulator Series
- FS 2002
- FS 2000
- Flight Simulator 98
Simviation Forum
» Powered by
YaBB 2.5 AE
!
YaBB Forum Software
© 2000-2010. All Rights Reserved.