.DAT Variables: Aircraft

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Re: .Dat Variables

Post by bernholm »

Does anyone know how to increase gunpower on turrets? (Don't ask why I need this information unless you wwant nightmares :mrgreen: )
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Re: .Dat Variables

Post by flamerboy67664 »

GUNPOWER variable near the text to set the cockpit position.
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Re: .Dat Variables

Post by bernholm »

I don't think that applies to turrets (gunners) though
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Re: .Dat Variables

Post by decaff_42 »

To make up for it you could decrease the turret interval and increase the ammo. Same effect over all.
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Re: .Dat Variables

Post by bernholm »

No, I want to make the gunners have a high gunpower so they can destroy the bigger buildings and ships when given anti-ground capability (yes, that would make it OP vs enemy fleets and stuff)
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Re: .Dat Variables

Post by Dragon029 »

Understand however that there is no minimum power requirement for destroying buildings, etc. If you have a gun that shoots one 10 GUNPOWER shell every second, it will destroy a building at the same rate as ten 1 GUNPOWER shells per second. The only case where guns may not work is when a building doesn't have a collision file and only explosives (aka not any form of gun) can destroy it.

That all said though, I would expect there is a TURRETPOWER .dat line or something. Perhaps try looking through some Japanese packs.
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Re: .Dat Variables

Post by waspe414 »

Ground objects have a TURRETPW variable, but aircraft aren't able to use it. (Though range through TURRETRG works for both.)

Ground objects can also have MINIDAMG that specifies the low damage threshold, below which nothing happens to them.

The two options would be to decrease the firing interval or duplicate the turret several times, but neither will defeat a MINIDAMG higher than GUNPOWER.
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Re: .Dat Variables

Post by Dragon029 »

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Re: .Dat Variables

Post by ysmajor »

You can add several turrets on exactly the same spot.
I believe all turrets have power 1 by default, so making an anti-shipping gun would take about 10 turrets with same coordinates.

For WW2 fighters and a 'cluster-effect' you can also slightly alter the gun's degree settings (see my A-10 mod for example). With WW2 fighter guns you can then have the 'X' trajectories set (I think my P-51 and P-47 mods have this), which is more fun than shooting straight.
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Re: .Dat Variables

Post by Neocon »

When weight is given in tons,
EXAMPLE wrote:WEIGHCLN 19.0t #WEIGHT CLEAN
WEIGFUEL 3.7t #WEIGHT OF FUEL
WEIGLOAD 3.0t #WEIGHT OF PAYLOAD
are tons metric or standard? I have assumed that 1 ton equals 2000 pounds, but am starting to question that.
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Re: .Dat Variables

Post by decaff_42 »

you could do a quick test. Configure the Fuel consumption to be something stupidly high like 100 lb/s and then give it 5 tons of fuel. If it burns down in 100 seconds, then it is 200lb tons.
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Re: .Dat Variables

Post by Neocon »

The interesting thing is that fuel consumption is done by kg, not pounds.

Burning 100 kg of fuel, 1 ton went away in 10.3 seconds.

1 kg is roughly 2.2 pounds.

100 kg is about 220 pounds. If I was burning 100 kg of fuel every second, it should have taken about 4 seconds to empty, not a full 10 seconds.

My conclusion is that either I'm bad at math, or weight in YSF is measured in metric tons, which means if an aircraft weights 22,000 lbs empty, the .dat should say 10t.
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Re: .Dat Variables

Post by decaff_42 »

Interesting, I assume you had the throttle all the way up? This explains a few things that I ran into with my 727s. I guess I'm sticking to pounds from now on in my dat work.
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.Dat Variables

Post by NightRaven »

bump

GUNSIGHT TRUE/FALSE
Allows the aircraft to have radar ranging gunsight. If left out of the .dat, YS assumes TRUE.
Found this while digging in the GAC MiG-15 .dat.
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.Dat Variables

Post by Midnight Rambler »

NightRaven wrote:bump

GUNSIGHT TRUE/FALSE
Allows the aircraft to have radar ranging gunsight. If left out of the .dat, YS assumes TRUE.
Found this while digging in the GAC MiG-15 .dat.
Thanks I've added it in
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.Dat Variables

Post by NajmiCreative »

managed to found visual aid when cracking the PAPI dat file......
VISLDAID PAPI
I still didn't how it works...is it like the turret using the component's name?
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.Dat Variables

Post by Flake »

This just tells ysf that the model is a PAPI I think. It uses a the first SRF in the dnm as the lights and divides the srf into quarters (so order the polys are defined in is important!). each quarter of the srf is one light. it fades from the polygon color to full white based on the angle per light.
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.Dat Variables

Post by NajmiCreative »

Thanks for the info,Flake....
I will be implement PAPI function on my Charles De Gaulle Aircraft carrier as OLS.....
hope it works........
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.Dat Variables

Post by Flake »

;) Best of luck! ask if you have problems!
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.Dat Variables

Post by Dragon_Mech »

could i get some clarification on H, P, B angle setting for turrets please? i'm more stumped than a dead tree.
i also need to know the meaning of "TURRETHD 0 -60deg 60deg 0deg # Number MinHdg MaxHdg NeutralHdg". and what it's for.
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