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Gold Mine

Autothrottle

Charter Member
Hello all,

I've seen some new faces in the CFS3 archive slot. A Ki-61, a new DC-3 and Battles from Ndicki and so much more. My only question is can they be used for stock CFS3? I got an A-24 Banshee as well stating its used in the Marianas thereabout. It's not for PTO only is it? I don't want my sim to crash on me.
 
Any CFS3 airplane, i.e. stock, MAW, OFF, PTO, ETO and DPC Korea, will function in all CFS3 games. The only difference as far as I can tell is that each CFS3 addon has some unique effects, sounds, guns and weapons, added to some of the aircraft. Those aircraft will function in all CFS3 games however the unique effects/sounds/guns would not work unless you transferred the related files with the aircraft. In the case of weapons you must always have all associated aircraft weapons transferred or your game will CTD when you attemp to select a weapon for that aircrfaft. The only other difference is that most of the OFF aircraft would not start quick combat below 10,000 ft in the CFS3 stock install even when you select a lower altitude. I don't recall exactly what I changed but you can fix that by altering the line in the aircraft .pdf file that list the minumum aircraft speeds.
 
To make sure a CFS3 aircraft for a particulat install will work in the stock install or any CFS3 addon, just make certain that the install your running has all the weapons listed in the loadout of that aircraft .pdf file. Next double check the aircraft sound folder and see if there is sound files or it is aliased. If it is aliased make sure it is to a sound folder in that install.
 
Thanks for the assist Lewis! BTW how do you check the pdf file to see if the aircraft matches the requirements for the game?
 
I was saying .pdf but I mean't .xpd file. Just right click on the file and
click properties then set the file to open with Notepad. If you have never opened the .xpd file it looks like this (below). You can see where the weapons loadouts are, you would need to check that and see if all the weapons in this loadout are present in your weapons folder. If not either locate them or remove them from the loadouts. Nearly forgot, you need to make sure the pylons are not missing as well.



<?xml version="1.0"?>
<UnitData>
<General Allegience="3" LongName="P-51D CrHorse" ShortName="P-51D" ModelName="P_51D.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="1" Type="moving" EnteredService="05/01/1944" LeftService="12/1/1957" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="fighter_bomber" Country="usa" AllowSpawn="y" InfoURL="help\topics\infop51.htm" ChecklistURL="help\topics\infop51.htm">
</General>
<GunStations>
<GunStation UpLimit="0" DownLimit="0" LeftLimit="0" RightLimit="0" RateLimit="0" SystemID="left_cannon" Tracer="40" Trainable="0" Trigger="0" Type="50calbrowningm2_gun" Name="Left cowl gun" ConvergeDistance="400" Pitch=".7" MaxAmmo="400"></GunStation>
<GunStation UpLimit="0" DownLimit="0" LeftLimit="0" RightLimit="0" RateLimit="0" SystemID="right_cannon" Tracer="40" Trainable="0" Trigger="0" Type="50calbrowningm2_gun" Name="Right cowl gun" ConvergeDistance="400" Pitch=".7" MaxAmmo="400"></GunStation>
<GunStation UpLimit="0" DownLimit="0" LeftLimit="0" RightLimit="0" RateLimit="0" SystemID="right_guns" Tracer="40" Trainable="0" Trigger="0" Type="50calbrowningm2_gun" Name="outer right Guns" ConvergeDistance="400" Pitch=".7" MaxAmmo="400"></GunStation>
<GunStation UpLimit="0" DownLimit="0" LeftLimit="0" RightLimit="0" RateLimit="0" SystemID="right_cheek_gun" Tracer="40" Trainable="0" Trigger="0" Type="50calbrowningm2_gun" Name="Inner right Guns" ConvergeDistance="400" Pitch=".7" MaxAmmo="400"></GunStation>
<GunStation UpLimit="0" DownLimit="0" LeftLimit="0" RightLimit="0" RateLimit="0" SystemID="left_cheek_gun" Tracer="40" Trainable="0" Trigger="0" Type="50calbrowningm2_gun" Name="inner left Guns inner" ConvergeDistance="400" Pitch=".7" MaxAmmo="400"></GunStation>
<GunStation UpLimit="0" DownLimit="0" LeftLimit="0" RightLimit="0" RateLimit="0" SystemID="left_guns" Tracer="40" Trainable="0" Trigger="0" Type="50calbrowningm2_gun" Name="outer left Guns inner" ConvergeDistance="400" Pitch=".7" MaxAmmo="400"></GunStation>
</GunStations>
<Seats>
<Seat Name="Pilot">
<Stations>
<Station Name="Pilot" Type="pilot_station" View="0" FovUp="25" FovDown="15" >
<PadlockLimit AzimuthMin="-154" AzimuthMax="154" ElevationMax="90" ElevationMin="-55"/>
<Views>
<View Event="HeadStop"/>
<View Event="HeadPitchUp" Azimuth="0" Elevation="-45"/>
<View Event="HeadPitchDown" Azimuth="0" Elevation="25"/>
<View Event="HeadPitchUpLeft" Azimuth="-45" Elevation="5"/>
<View Event="HeadPitchUpRight" Azimuth="45" Elevation="5"/>
<View Event="HeadRotLeft" Azimuth="-90" Elevation="5"/>
<View Event="HeadRotRight" Azimuth="90" Elevation="5"/>
<View Event="HeadPitchDownLeft" Azimuth="-154" Elevation="0"/>
<View Event="HeadPitchDownRight" Azimuth="154" Elevation="0"/>
</Views>
<GunStations>
<GunStation ID="0"/>
<GunStation ID="1"/>
<GunStation ID="2"/>
<GunStation ID="3"/>
<GunStation ID="4"/>
<GunStation ID="5"/>
</GunStations>
</Station>
<Station Name="Bombardier" Type="bomber_station" View="1"/>
</Stations>
</Seat>
</Seats>
<Description String="North American P-51D Mustang

Rating:
Maneuver=13 Firepower=14
Load=20 Range=10
Durability=33 Cost=5
For basic information on the P-51, see the P-51B description.
The bubble canopy of the P-51D model added superior visibility.
Fast and agile as an interceptor, the Mustang gave Allied forces excellent tactical support in the ground attack role.
Its heavy gun armament, combined with bombs and rockets, helped the 9th Air Force suppress enemy ground forces and transport, speeding the advance of Patton’s Third Army across France and into Germany.
P-51D specifications
Weight:
7,125/11,600 lb.
(3,230/5,206 kg)
Span:
37ft 0.25in (11.29 m)
Length:
32ft 2.5in (9.81 m)
Engine:
One Rolls-Royce/ Packard
V-1650-7 liquid-cooled V-12
with 1,490 hp
Armament:
Six 0.5-in. Browning machine
guns with 270 r.p.g. (outboard
and center pairs) and
400 r.p.g. (inboard pair),
plus two 500-lb.
or 1000-lb. bombs
or six 5-in. rockets
Max speed @ altitude:
437 mph (703 km/h)
@ 25,000 ft (9,144 m)
Ceiling:
41,900 ft (12,780 m)
Initial climb rate:
3,475 ft/min (1059 m/min)
Range:
1,300 mi (2,092 km);
2,080 mi (3,347 km)with drop
tanks "/>
<Moving MinSpeed="71" MaxSpeed="595" CruiseSpeed="131" GroupSize="1" Type="0"/>
<Weapon WeaponType="Bomb" ImpactDice="1" ImpactDieSize="1" ImpactOffset="10000" BlastDice="1" BlastDieSize="1" BlastOffset="5000" FireDice="1" FireDieSize="1" FireOffset="100" BlastRadius="5"/>
<Loadouts>
<Loadout Name="Clean"/>
<Loadout Name="(2)100lb Bombs">
<Hardpoint ID="1" PylonType="pylon_P51D_1" PayloadType="A_100lb" Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_P51D_2" PayloadType="A_100lb" Quantity="1"/>
</Loadout>
<Loadout Name="(2)250lb Bombs">
<Hardpoint ID="1" PylonType="pylon_P51D_1" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_P51D_2" PayloadType="A_250lb" Quantity="1"/>
</Loadout>
<Loadout Name="(2)500lb Bombs">
<Hardpoint ID="1" PylonType="pylon_P51D_1" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_P51D_2" PayloadType="A_500lb" Quantity="1"/>
</Loadout>
<Loadout Name="(2)1000lb Bombs" MissionType="Strike">
<Hardpoint ID="1" PylonType="pylon_P51D_1" PayloadType="A_1000lb" Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_P51D_2" PayloadType="A_1000lb" Quantity="1"/>
</Loadout>
<Loadout Name="(6)HVAR Rockets+(2)250lb Bombs" MissionType="Search_Destroy,CAS">
<Hardpoint ID="1" PylonType="pylon_P51D_1" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_P51D_2" PayloadType="A_250lb" Quantity="1"/>
<Hardpoint ID="3" PylonType="pylon_P51D_3" PayloadType="A_HVAR" Quantity="7"/>
<Hardpoint ID="4" PylonType="pylon_P51D_4" PayloadType="A_HVAR" Quantity="7"/>
</Loadout>
<Loadout Name="(6)HVAR Rockets+(2)500lb Bombs" MissionType="Anti_Ship">
<Hardpoint ID="1" PylonType="pylon_P51D_1" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_P51D_2" PayloadType="A_500lb" Quantity="1"/>
<Hardpoint ID="3" PylonType="pylon_P51D_3" PayloadType="A_HVAR" Quantity="7"/>
<Hardpoint ID="4" PylonType="pylon_P51D_4" PayloadType="A_HVAR" Quantity="7"/>
</Loadout>
<Loadout Name="(2)108gal Drop Tanks" MissionType="Escort,CAP,Intercept,Sweep,Nothing,Bomber_Intercept">
<Hardpoint ID="1" PylonType="pylon_P51D_1" PayloadType="A_108gal" Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_P51D_2" PayloadType="A_108gal" Quantity="1"/>
</Loadout>
</Loadouts>
<DamageBoxes>
<Box ID="damagebox_fuselage" Parent="damagebox_fuselage">
<BoxMap SystemID="fuselage_structure" Probability="60" Points="1170"/>
<BoxMap SystemID="center_fuel_tank" Probability="30" Points="1399"/>
<BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
<BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
<BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_right_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_left_cable" Probability="2" Points="10"/>
</Box>
<Box ID="damagebox_r_wing" Parent="damagebox_fuselage">
<BoxMap SystemID="right_wing" Probability="31" Points="884"/>
<BoxMap SystemID="right_guns" Probability="5" Points="100"/>
<BoxMap SystemID="right_cheek_gun" Probability="5" Points="100"/>
<BoxMap SystemID="right_gear" Probability="5" Points="177"/>
<BoxMap SystemID="right_flap" Probability="15" Points="295"/>
<BoxMap SystemID="aileron_right_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_right" Probability="10" Points="221"/>
<BoxMap SystemID="right_fuel_tank" Probability="20" Points="589"/>
<BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
<BoxMap SystemID="hydraulics_reservoir" Probability="5" Points="100"/>
</Box>
<Box ID="damagebox_r_wing_tip" Parent="damagebox_r_wing">
<BoxMap SystemID="right_wing_tip" Probability="70" Points="292"/>
<BoxMap SystemID="aileron_right" Probability="30" Points="221"/>
</Box>
<Box ID="damagebox_nose" Parent="damagebox_fuselage">
<BoxMap SystemID="nose_structure" Probability="50" Points="490"/>
<BoxMap SystemID="engine_one" Probability="35" Points="1174"/>
<BoxMap SystemID="oil_reservoir" Probability="5" Points="100"/>
<BoxMap SystemID="coolant_reservoir" Probability="5" Points="10"/>
<BoxMap SystemID="hydraulics_reservoir" Probability="5" Points="100"/>
</Box>
<Box ID="damagebox_l_wing" Parent="damagebox_fuselage">
<BoxMap SystemID="left_wing" Probability="31" Points="884"/>
<BoxMap SystemID="left_guns" Probability="5" Points="100"/>
<BoxMap SystemID="left_cheek_gun" Probability="5" Points="100"/>
<BoxMap SystemID="left_gear" Probability="5" Points="177"/>
<BoxMap SystemID="left_flap" Probability="15" Points="295"/>
<BoxMap SystemID="aileron_left_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_left" Probability="10" Points="221"/>
<BoxMap SystemID="left_fuel_tank" Probability="20" Points="589"/>
<BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
<BoxMap SystemID="hydraulics_reservoir" Probability="5" Points="100"/>
</Box>
<Box ID="damagebox_l_wing_tip" Parent="damagebox_l_wing">
<BoxMap SystemID="left_wing_tip" Probability="70" Points="292"/>
<BoxMap SystemID="aileron_left" Probability="30" Points="221"/>
</Box>
<Box ID="damagebox_fuselage_aft" Parent="damagebox_fuselage">
<BoxMap SystemID="fwd_tail_struct" Probability="96" Points="292"/>
<BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
<BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
</Box>
<Box ID="damagebox_tail" Parent="damagebox_fuselage">
<BoxMap SystemID="rear_tail_struct" Probability="91" Points="292"/>
<BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
<BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
<BoxMap SystemID="center_gear" Probability="5" Points="146"/>
</Box>
<Box ID="damagebox_vertical" Parent="damagebox_tail">
<BoxMap SystemID="vertical_stabilizer" Probability="78" Points="197"/>
<BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
<BoxMap SystemID="rudder" Probability="20" Points="99"/>
</Box>
<Box ID="damagebox_r_horizontal" Parent="damagebox_tail">
<BoxMap SystemID="right_horizontal_stabilizer" Probability="53" Points="197"/>
<BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
<BoxMap SystemID="elevator_right" Probability="45" Points="99"/>
</Box>
<Box ID="damagebox_l_horizontal" Parent="damagebox_tail">
<BoxMap SystemID="left_horizontal_stabilizer" Probability="53" Points="197"/>
<BoxMap SystemID="elevator_cable" Probability="2" Points="10"/>
<BoxMap SystemID="elevator_left" Probability="45" Points="99"/>
</Box>
<Box ID="damagebox_canopy" Parent="damagebox_fuselage">
<BoxMap SystemID="texture_canopy" Probability="72" Points="102"/>
<BoxMap SystemID="pilot" Probability="10" Points="100"/>
<BoxMap SystemID="radio" Probability="10" Points="50"/>
<BoxMap SystemID="bomb_release" Probability="2" Points="10"/>
<BoxMap SystemID="rudder_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_left_cable" Probability="2" Points="10"/>
<BoxMap SystemID="aileron_right_cable" Probability="2" Points="10"/>
</Box>
</DamageBoxes>
<Systems>
<System ID="nose_structure" Name="Nose Structure">
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_nose"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_nose"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_nose_piece"/>
<Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_nose_piece"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="oil_reservoir" Name="Oil Reservoir">
<Threshold Level="20" Effect="Library" Parameter="fx_oilleak" Location="emitter_oil"/>
<Threshold Level="100" Effect="Library" Parameter="fx_oilleak" Location="emitter_oil"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="coolant_reservoir" Name="Coolant Reservoir">
<Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_coolant"/>
<Threshold Level="100" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_coolant"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="engine_one" Name="Engine">
<Threshold Level="25" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_engine_right"/>
<Threshold Level="50" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_engine_right"/>
<Threshold Level="75" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_engine_right"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_m" Location="emitter_damage_engine_right"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_l" Location="emitter_damage_engine_right"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="hydraulics_reservoir" Name="Hydraulics Reservoir">
<Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_damage_engine_right"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="pilot" Name="Pilot">
<Threshold Level="100" Effect="Library" Parameter="fx_pilotkill" Location="emitter_damage_nose"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="radio" Name="Radio">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_fuel_tank" Name="Left Fuel Tank">
<Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_fueltank_left"/>
<Threshold Level="50" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_fueltank_left"/>
<Threshold Level="50" Effect="Fire" Parameter="fx_gastank_m" Location="emitter_fueltank_left"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_fueltank_left"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_fueltank_left"/>
</System>
<System ID="right_fuel_tank" Name="Right Fuel Tank">
<Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_fueltank_right"/>
<Threshold Level="50" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_fueltank_right"/>
<Threshold Level="50" Effect="Fire" Parameter="fx_gastank_m" Location="emitter_fueltank_right"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_fueltank_right"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_fueltank_right"/>
</System>
<System ID="fuselage_structure" Name="Fuselage Structure">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="rudder_cable" Name="Rudder Cntrl Cable">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="bomb_release" Name="Bomb Release">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="elevator_cable" Name="Elevator Cntrl Cable">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_wing" Name="Left Wing Structure">
<Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_root_left"/>
<Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_wing_root_left"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_damage_wing_root_left"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_wing_root_left"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_wing_piece_left"/>
<Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_wing_piece_left"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_guns" Name="Left Guns">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_cheek_gun" Name="Left Guns">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_flap" Name="Left Flap">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="aileron_left_cable" Name="Left Ail. Cntrl Cable">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_gear" Name="Left Gear">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_wing_tip" Name="Left Wing Tip Structure">
<Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_tip_left"/>
<Threshold Level="100" Effect="Library" Parameter="fx_wingtip" Location="emitter_damage_wing_tip_left"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="aileron_left" Name="Left Aileron">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="right_wing" Name="Right Wing Structure">
<Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_root_right"/>
<Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_wing_root_right"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_damage_wing_root_right"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_wing_root_right"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_wing_piece_right"/>
<Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_wing_piece_right"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="right_guns" Name="Right Guns">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="right_cheek_gun" Name="Right Guns">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="right_flap" Name="Right Flap">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="aileron_right_cable" Name="Right Ail. Cntrl Cable">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="right_gear" Name="Right Gear">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="right_wing_tip" Name="Right Wing Tip Structure">
<Threshold Level="100" Effect="Library" Parameter="Snd_Wingbreak" Location="emitter_damage_wing_tip_right"/>
<Threshold Level="100" Effect="Library" Parameter="fx_wingtip" Location="emitter_damage_wing_tip_right"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="aileron_right" Name="Right Aileron">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="fwd_tail_struct" Name="Tail (fwd) Structure">
<Threshold Level="100" Effect="Library" Parameter="snd_Tailbreak" Location="emitter_damage_tail"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_damage_tail"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_tail"/>
<Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_tail_piece"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_tail_piece"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="rear_tail_struct" Name="Tail (rear) Structure">
<Threshold Level="100" Effect="Library" Parameter="snd_Tailbreak" Location="emitter_damage_tail"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_damage_tail"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_damage_tail"/>
<Threshold Level="100" Effect="Library" Parameter="fx_flmdebris_s" Location="emitter_damage_tail_piece"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_s" Location="emitter_damage_tail_piece"/>
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="elevator_left" Name="Left Elevator">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="elevator_right" Name="Right Elevator">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="center_fuel_tank" Name="Center Fuel Tank">
<Threshold Level="20" Effect="Library" Parameter="fx_fuelleak_s" Location="emitter_fueltank_center"/>
<Threshold Level="50" Effect="Library" Parameter="fx_fuelleak_m" Location="emitter_fueltank_center"/>
<Threshold Level="50" Effect="Fire" Parameter="fx_gastank_m" Location="emitter_fueltank_center"/>
<Threshold Level="100" Effect="Library" Parameter="fx_airexpl_l" Location="emitter_fueltank_center"/>
<Threshold Level="100" Effect="Library" Parameter="fx_engfire_m" Location="emitter_fueltank_center"/>
<Threshold Level="100" Effect="Explode" Parameter="" Location=""/>
</System>
<System ID="center_gear" Name="Tail Wheel">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="vertical_stabilizer" Name="Vertical Stabilizer">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="right_horizontal_stabilizer" Name="Right Horz Stab">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="left_horizontal_stabilizer" Name="Left Horz Stab">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="rudder" Name="Rudder">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
<System ID="texture_canopy" Name="Canopy">
<Threshold Level="100" Effect="Break" Parameter="" Location=""/>
</System>
</Systems>
<Effects>
<Effect Type="Track" EffectName="ac_Light_nav_green_reflected" PosX="5.63" PosY="-0.055" PosZ="-0.20" MinVel=".0001" MaxVel="80"></Effect>
<Effect Type="Track" EffectName="ac_Light_nav_red_reflected" PosX="-5.63" PosY="-0.055" PosZ="-0.20" MinVel=".0001" MaxVel="80"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_green" PosX="5.65" PosY="-0.095" PosZ="-0.18" MinVel=".0001" MaxVel="80"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_nav_red" PosX="-5.65" PosY="-0.095" PosZ="-0.18" MinVel=".0001" MaxVel="80"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="0.08" PosZ="-5.65" PosY="1.60" MinVel=".0001" MaxVel="80"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_tail" PosX="-0.08" PosZ="-5.65" PosY="1.60" MinVel=".0001" MaxVel="80"></Effect>
<Effect Type="Track" EffectName="ac_Light_formation_blue" PosX="0.01" PosZ="0.061" PosY="-0.825" MinVel="-0.0001" MaxVel="150"></Effect>
<Effect Type="Track" EffectName="ac_Light_nav_blue_reflected" PosX="-0.01" PosZ="0.019" PosY="-0.805" MinVel="-0.0001" MaxVel="150"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_landing" PosX="1.69" PosZ="0.53" PosY="-0.46" MinVel="-0.0001" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_landing" PosX="-1.69" PosZ="0.53" PosY="-0.46" MinVel="-0.0001" MaxVel="65"></Effect>
<Effect Type="Track" EffectName="ac_Light_cabin_red_small" PosX="0.0" PosZ="-0.450" PosY="0.140" MinVel="-0.0001" MaxVel="150"></Effect>
<Effect Type="Track" EffectName="fx_ac_Light_landing_effect" MinVel="30.00" MaxVel="60"></Effect>
<Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_r" />
<Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_l" />
<Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_r" />
<Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_l" />
<Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_r" />
<Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_l" />
<Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_r" />
<Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_l" />
<Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_r" />
<Effect Type="StartEngine0" EffectName="fx_engstrt" Location="emitter_eng0_exh_l" />
<Effect Type="StartEngine0" EffectName="fx_engstrt_jet" Location="emitter_eng0_exh_r"/>
<Effect Type="StartEngine0" EffectName="fx_engstrt_jet" Location="emitter_eng0_exh_l"/>
<Effect Type="Shells0" EffectName="fx_shells_s" Location="gun_grp0b0" />
<Effect Type="Shells1" EffectName="fx_shells_s" Location="gun_grp1b0" />
<Effect Type="Shells2" EffectName="fx_shells_s" Location="gun_grp2b0" />
<Effect Type="Shells3" EffectName="fx_shells_s" Location="gun_grp3b0" />
<Effect Type="Shells4" EffectName="fx_shells_s" Location="gun_grp4b0" />
<Effect Type="Shells5" EffectName="fx_shells_s" Location="gun_grp5b0" />
<Effect Type="Track" EffectName="fx_sonicboom" PosX="0.0" PosY="-1.0" PosZ="0.0" MinVel="330" MaxVel="340"/>
<Effect Type="Track" EffectName="wtv_p51_l" Location="emitter_r_vapor" MinVel="230" MaxVel="900"/>
<Effect Type="Track" EffectName="wtv_p51_r" Location="emitter_l_vapor" MinVel="230" MaxVel="900"/>
</Effects>
<Aircraft MinAlt="50" MaxAlt="12771" CruiseAlt="6691" DryWeight="2491" MaxWeight="3865" FuelWeight="0" CrewSize="1" CombatRadius1="362" CombatRadius2="362"/>
</UnitData>
 
Wow Lewis this must have taken some time for you to compile for little old me, thanks a bunch! However, shouldn't the AVH wepak and pylons take care of this whole problem with third party addons? I mean, they have all the files and weapons needed for all current and future aircraft projects right? I mean, it took care of my Ju290 awfully well.
 
That would cover most of the aircraft currently out there however there are some weapons and pylons out there that are not in the Avhist wpns pack. Mostly stuff from the old SOH archives I think.
 
Hoewver, it is its fine to know there are such a myriad of weapons out there to play with. I feel sorry for those avatars on the ground though....
 
@Lewis,
I copied an OFF Albatross airplane file from the OFF Aircraft folder to the CFS3 aircraft folder, deleted the BDP file, started CFS3. The Albatros does not show up in the German inventory in QC. Is there an obvious reason for that? Thanks for explaining.
 
First off, are you sure it was not an "ai" airplane? If it is, it will not show up because the .air file has the aircraft type set to "2" instead of "0". That would be the most obvious reason it is not appearing in the aircraft inventory. Open the .air file for that aircraft and see if the type reads as the line below in blue. If so change it to read as the line in red. If you don't have an .air file editor, AirEd is a freeware version thats fairly easy to use and you can download it at this link. http://pagesperso-orange.fr/hsors/fsairfile.html


105 *Aircraft Type=2
105 *Aircraft Type=0
 
Hi Lewis,
The air. file did the trick.
thanks. I learned something.
 
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