Weapons

                The last half of a DP file is the weapons specifications, in which there are three main directories, gunstations, hardpoints and payloads.  Gunstations specify the weapons attributes: sound, damage, type etc.  Hardpoints and payloads, however, work together.  The payload is an entry list of weapons, and in each entry, type, quantity and synchronization are specified.  The hardpoint specifies where the weapon will be “hung” according to three numbers which represent distance horizontally, vertically and forwards/backwards respectively.  In this example, we’ll be adding two payloads to the Corsair: A Torpedo, and Rockets.  In this case the Corsair was chosen because of personal preference and most people find it difficult to make a .DP around its’ awkward shape.

The Torpedo

                First, always take the easy path, especially if you don’t have DPed; most of this will be guesswork.  Now, placing the Torpedo is easy, just use the hardpoints already there.  CFS2 in many ways is just a large quantity of small things.  Take the files for example, all the .MDL’s, .CFG’s and such almost never surpass a megabyte.  .DP’s are the same way, if you don’t save, get ready for a lot of minor alterations, that you just did previously.  Right!  ‘Nuff, chitchat, let’s get on with the bloody thing, shall we?  Just scroll down until you find this:

[PAYLOAD.0]

 

[PAYLOAD.1]

mount.1=wep_pylon_us_cl, 1, -1

mount.0=wep_us_corsair_drop_gp, 1, -1

 

[PAYLOAD.2]

mount.1=wep_pylon_us_cl, 1, -1

mount.0=wep_us_1000lb_gp, 1, -1

 

[PAYLOAD.3]

mount.1=wep_pylon_us_cl, 1, -1

mount.0=wep_us_500lb_gp, 1, -1

 

[PAYLOAD.4]

mount.1=wep_pylon_us_cl, 1, -1

mount.0=wep_us_250lb_gp, 1, -1

 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


This is your payloads section.  Under “[PAYLOAD.4]“, type in “[PAYLOAD.5]“.  Now, Microsoft arranged their mounts Z-A, you can do it random if you want, but for the sake of understandability we’ll be arranging them A-Z.  Go ahead and type “mount.0=wep_us_mk_13, 1, -1”.  This tells CFS2 that you want a US Torpedo placed in mount 0.  Mount 0 refers to hardpoint 0.  Don’t worry about the ”1” and “-1”, those come in later.  You’re thinking, “I don’t see Torpedo, I see ‘13 mk’ blah, blah, blah.”  CFS2 has technical names for all its’ objects, the American Anti-Aircraft gun, for example, is known as “VEH_M1_40mm”.  CFS2 has a way to rename things, but that’s a different story.  Now for every weapon, you need a pylon.  You can do without, but it makes for better realism.  CFS2 doesn’t have any default Torpedo pylons, so we’ll have to make due with the Hellcat pylon, it’s the longest (Vertically).  However, to get this pylon to reach the fuselage and the Torpedo, we’re going to have to make a new hardpoint.  So go back up to you hardpoints, it’ll look like this:

[HARDPOINTS]

mount.0=0,-0.787,0

mount.1=0,-0.787,0

mount.2=0.805,-0.711,0

mount.3=-0.793,-0.711,0

mount.4=4.413,-0.445,0

mount.5=-4.412,-0.445,0

 
 

 

 

 

 

 

 


Type in “mount.6=0,-1,-0.8”.  Easy, right?  Right.  Go back to your new Torpedo payload and type “mount.6=wep_pylon_hellcat, 1, -1”.  Something important to know:  your payload entry list doesn’t have to follow sequential order (0,1,2,3…), the numbers specify what hardpoint it is, not what order it’s in.  To get your new payload to show up, you gotta name it.  Go down to the very end of the file and you’ll get this:

"payload_name.0"=Guns Only

"payload_name.1"=Guns Only Long Range

"payload_name.2"=Bombs Heavy

"payload_name.3"=Bombs Medium

"payload_name.4"=Bombs Light

 
 

 

 

 

 

 


Before proceeding, up until now I have been showing excerpts with quotes (“  “).  In the following section, I’ll refrain from doing so, for some of the

entries you’ll type have quotes.  So in place of quotes I’ll use $.  Nevertheless, after $"payload_name.4"=Bombs Light$, type $"payload_name.5"=Torpedo$.  Basically, you’re naming payload 5 “Torpedo”.


Right, now, we go to:

[PAYLOADS]

payload.0=%payload_name.0%

payload.1=%payload_name.1%

payload.2=%payload_name.2%

payload.3=%payload_name.3%

payload.4=%payload_name.4%

 
 

 

 

 

 

 

 

 


This was an entirely useless step Microsoft put in, but you can’t skip it.  After “payload.4=%payload_name.4%” enter “payload.5=%payload_name.5%

 

                This is where many people have trouble; they’ve come this far and assume they’re done.  They’re gravely mistaken.  You have to give the weapon a gunstation.  IF YOU DO NOT DO THIS THE WEAPON WILL NOT FIRE!  It will merely disappear.  Gunstations are long, complicated strings of numbers, so I’ll only explain the basics.  Go up to gunstations:

[GUNSTATIONS]

gunstation.0=0,24,1,0.08,839,2,0.01,500,2,40,1d1*14,-2.429,-0.66,0.815,0.119651268759032,0,0.463894691272955,0,0,0,0,1.6

gunstation.1=0,31,1,0.08,839,2,0.01,500,2,40,1d1*14,2.863,-0.594,0.749,0.119651268759032,0,-0.546776123639333,0,0,0,0,1.6

gunstation.2=3,21,8,0.00,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

 

[guns.0]

gun.0=400,0,0,0,0,0,1,400

gun.1=400,-0.198,0.027,-0.022,0,0,1,400

gun.2=375,-0.403,5.80000000000001E-02,-6.59999999999999E-02,0,0,1,375

 

[guns.1]

gun.0=400,0,0,0,0,0,1,400

gun.1=400,-0.235,-0.033,4.39999999999999E-02,0,0,1,400

gun.2=375,-0.433,-6.60000000000001E-02,6.59999999999999E-02,0,0,1,375

 

[guns.2]

gun.0=3,0,0,0,0,0,0,0

 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Explaining each, number is a long and arduous process, so if you want a weapon’s gunstation, you enter:

Bomb:

gunstation.0=3,-99,8,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

 

Rocket:

gunstation.0=2,-99,4,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

 

Torpedo:

gunstation.0=5,-99,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0

 
 

 

 

 

 

 

 

 

 


We want the Torpedo, and this’ll be the third gunstation, not the first, so type “gunstation.3=5,-99,32,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0”after gunstation 2.  Moreover, just as a mount refers to a hardpoint, a “[guns.#]” refers to a “gunstation.#”.  Just below, you can see “[guns.2]”.  Type “[guns.3]” after “[guns.2]”, and type “gun.0=1,0,0,0,0,0,0,0” under “[guns.3]”.  Only the first and last numbers are important here, as you can see they’re “1” and “0”.  “1” is the maximum amount of that weapon you can carry, and “0” is the default.  Feel free to modify these numbers to your heart’s desire.  Go ahead and test this.  Enter CFS2 and pick free flight from Midway.  There’s a static tanker there, but little do they know of the little Corsair that could!  If you manage to get a direct hit on your first try, (Don’t worry, I didn’t!) the tanker won’t sink because it’s infrastructure, but CFS2 will give you credit for destroying it.  Only true, blue ships will sink.

 

Overview

                OK, here it is in a nutshell.  (I’m gonna go fast, mind you.)  The most important part of the .DP file is the payloads section, which is where you specify, what weapons are mounted where.  Which is/are the mounts/hardpoints.  Hardpoints are specified simply by three numbers, and take into consideration all three dimensions.  Then each payload is given a name, under the master directory of “strings”.  CFS2 then takes an extra step to name the payload, with the section linking payload name to its’ name in strings.  Then you have the gunstations, which specify how the weapon will react, quantity, sound etc.  Although the gunstation is necessary, it need not be entered more than twice.  There should only be one gunstation per weapon type (Bomb, Rocket, Torpedo).


Rockets

                In this section, I will give you all the information as before, but will not explain it as thorough.  I want you to apply your knowledge, eh?

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 


Parm2

This number tells what other mount to fire with.  Confused?  It’s a bit harder to grasp than parm1. (As DPed calls them).  This neat little feature makes weapons fire together.  Here, mount 9 fires with 7, 13 with 11 and so on (as seen above).  Another example from an imaginary .DP is shown below.

 

Parm1

This simply boosts the amount of the weapon in that mount.  Since CFS2 limits the number of your mounts to 26, this can come in handy.  Generally, this is used for internal loads, due to the fact that once you drop the bomb, there’s one sitting right where the other one is.  It’s sort of a Polish (Poland, not shine) way of doing things and not generally recommended.  Although bear in mind, it is the same mount, but you’ll still have to carry the additional weight.

 
The only difference you’ll find here lies within the payload string (1st box).  Besides the obvious differences, longer string, different objects, the last two numbers are actually altered here.  In the Torpedo payload, it remained the default “1” and “-1”.  To lay the groundwork, this is what each number means.

 

 

 

 

 

 

 

 

 


Say you have a big bomber, a Fortress, a Lancaster, whatever the case may be, they didn’t exactly drop their bombs one-by-one.  And since it would take too long to keep selecting each one and dropping it, you would do something like this:

 

 

 

 

 

 

 

 

 

 

 

 

 

 


You can only select the first bomb, the other bombs are “tied” in sequence.  Whenever a weapon is tied to another, there’s a delay in it’s firing.  Possibly less than a fraction of a second, but there’s one.  So when you release your bomb, the other will follow slightly after.  The example on the right is wrong, because a weapons only follow weapons tat have been fired themselves.  I guess you could say followers follow leaders, not other followers.  As you can see, I attempted to depict the right way on the left, and the wrong on the right.

 

Overview

                OK, here’s the other nutshell.  The two “Parms” specify the nitty-gritty of its’ respective weapon.  The first details amount, and the second synchronization.

 

 

 

 

 

Questions, comments, suggestions?

Write Michael Starr (605 Scorpion) at X 605Scorpion@AOL.com