• There seems to be an uptick in Political comments in recent months. Those of us who are long time members of the site know that Political and Religious content has been banned for years. Nothing has changed. Please leave all political and religious comments out of the forums.

    If you recently joined the forums you were not presented with this restriction in the terms of service. This was due to a conversion error when we went from vBulletin to Xenforo. We have updated our terms of service to reflect these corrections.

    Please note any post refering to a politician will be considered political even if it is intended to be humor. Our experience is these topics have a way of dividing the forums and causing deep resentment among members. It is a poison to the community. We appreciate compliance with the rules.

    The Staff of SOH

  • Server side Maintenance is done. We still have an update to the forum software to run but that one will have to wait for a better time.

Projected knowledge base:

ndicki

Charter Member 2016
The idea is to put together a thread which regroups useful knowledge - tutorials, troubleshooting, how-tos, and that sort of thing, so as to build a consultable base. If you know of any good stuff, please add it or a link to it below, and I'll see about editing it into the projected thread.

Please do not use this thread for discussion - relevant posts only.

Thanks.
 
Using MAW and ETO aircraft in other installs.

As this question keeps coming up again and again, I thought it would be easier to give a final, one-off answer.

ALL CFS3 AIRCRAFT WILL WORK IN ANY INSTALL TYPE - FROM MAW TO ETO, PTO AND EVEN OFF.

There are no "physical" differences whatsoever between aircraft intended for this install or that install - it is only a question of ancillary parts, effects and aliases, and simple historical veracity.

To transfer an ETO aircraft to MAW, for example, you simply need to copy the aircraft's folder over, ensure that you have located and copied the shared files (usually cockpit textures), weapons, guns and pylons. These are listed in the aircraft's xdp file which you can open with windows notepad. The sections concerned are:

<GunStations>
<GunStation UpLimit="0" DownLimit="0" LeftLimit="0" RightLimit="0" RateLimit="0" SystemID="cannon" Tracer="40" Trainable="0" Trigger="0" Type="AvHistory_gr_gun_Mk103" Name="Nose Cannon" ConvergeDistance="300" Pitch=".1489" MaxAmmo="70"/>

The gun is highlighted here in red - look in your CFS3/Guns folder. It will in all probability already be in the install you wish to transfer into. If not, copy it over. Open it with Notepad and check if the round it refers to is already in your Weapons folder. Here it is AvHistory_gr_round_Mk103. As MAW and ETO/PTO use AvHistory guns and ammunition, it should already be there. Obviously in OFF, it won't be. Gun files are simple xdp files - do not copy the bdp file over.

Under Loadouts, you will see the weapons and pylons:

<Loadout Name="(2)300l Drop Tanks">
<Hardpoint ID="1" PylonType="pylon_190a5_3" PayloadType="AvHistory_gr_droptank_300L" Quantity="1"/>
<Hardpoint ID="2" PylonType="pylon_190a5_3" PayloadType="AvHistory_gr_droptank_300L" Quantity="1"/>
</Loadout>

The pylons (red) and weapons (blue) will be in their respective folders. Copy them over if necessary, not forgetting the pylon texture files. Pylons are NOT in individual folders, and will involve an m3d model, an xdp file and often a .dds texture file. Do not copy bdp files. Weapons are in individual folders and you should delete the bdp file before transferring.

Then open the aircraft's sound folder. You will find the sound.cfg file. If the folder is also already full of wav files as well, you can skip this part. If not, open sound.cfg with Windows Notepad. It will read:

[fltsim]
alias=DR_Engine_Sounds\GR_Daimler_ Benz_DB605\sound

This is the path within your aircraft folder to a functioning set of sound files. ALWAYS check this whenever you install a new aircraft, whatever the install you put it in; it is frequently the reason for lock-ups while the sim is loading.

If the sounds are not present in the other install, locate them and copy them over, taking care to keep the path the same. ETO and PTO build on MAW for this and many other things, so the DR_Engine_Sounds folder is already present in these installs. If you are transferring to a standard CFS3 install, you will need to create the folder.

This may sound more complicated than it actually is; the easiest solution is to copy the entire guns, pylons and weapons folders into the other install, allowing it to overwrite where necessary. ALWAYS copy from the most recent to the least recent - that means as of today from ETO towards PTO, MAW and vanilla. You will also need to copy the effects.xml from CFS3 ETO root into the other install, as well as CFS3 ETO\effects\fxtextures. These can be allowed to overwrite - again, ETO effects build on MAW effects, so you will not lose anything unless you have made any modifications yourself. If you have, you will probably not be needing to read this in any case... DO NOT COPY THE EFFECTS OVER INTO OFF! YOU WILL NEED TO DO A MANUAL MERGE INSTEAD!

Next, copy over the sound folders, ensuring that the path stays identical.
Finally, copy over any/all shared files in your aircraft folder. These normally include the word "shared" in the folder name.

Once you have done this, copy the bdp zapper (if necessary) into your new install, and let it run.

This will ensure that all your installs are running at the same level, and you can use any aircraft you like from MAW, ETO or PTO in any install you like as long as you take the usual basic install precautions.
 
How to make a stand-alone.

Written for Spitfire MkVIIIc AX-W. For other skins, simply make up your own names.

First, create a new folder in CFS3\aircraft. Give it a name you'll recognize easily(!), such as : Spitfire MkVIIIc AX-W
Copy the contents of your spitfire_ixc folder into it. Delete the .bdp file and all the .dds files except spitfire_ixc_s.dds and
spitfire_ixc_t.dds. (CFS3 looks for texture files throughout the entire game, so any single texture file - and therefore
texture file name - should appear only once in the entire Combat Flight Simulator 3 installation. If you have two different
texture files with the same name, even if one is in, say, the vehicle folder, you will have no control over which one will
appear. This can be useful for AI aircraft to get a bit of variety without cluttering up your hard drive with lots of extra
folders, but otherwise, it is a nuisance. CFS2 was easier...)

Start with the .AIR file. Rename it to whatever you want to call your new aircraft; you should not use more than 15 characters, and do not use accents, do not begin the name with a figure, or you will not be able to attribute type-specific sounds to AI-flown aircraft in the 'sounds' file, and, for the same reason, do not leave blank spaces between characters. So let's say we've called it Spitfire_MkVIIIc_AX-W.air, which I think should be easy enough to remember when we've got the hard drive overflowing with home-made stand-alones...

Now open the aircraft.cfg with notepad (make it the default editor for .cfg files, it saves time); the top of it looks
like this:

[fltsim.0]
title=Spitfire MkIXc
sim=Spitfire_IXc
model=Spitfire_IXc

You simply need to paste in your new name, without the .air tag, into the sim and model lines (the title line is redundant,
and a left-over from earlier sims:

[fltsim.0]
title=Spitfire MkIXc
sim=Spitfire_MkVIIIc_AX-W
model=Spitfire_MkVIIIc_AX-W

Save and close.

Now rename the .xdp file from Spitfire_IXc.xdp to Spitfire_MkVIIIc_AX-W.xdp: use the new name, followed by the tag .xdp
Then open the .xdp file, again with notepad. The top looks like this:

<?xml version="1.0"?>
<UnitData>
<General Allegience="0" LongName="Spitfire IXc" ShortName="Spitfire IXc" ModelName="Spitfire_IXc.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="1" Type="moving" EnteredService="01/01/1943" LeftService="12/1/1957" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="fighter_bomber" Country="britain" AllowSpawn="y" InfoURL="help\topics\infospit.htm" ChecklistURL="help\topics\infospit.htm"/>
<GunStations>

You need to change the long name - it does not seem to matter how long you make it, but again, do not use accents. Change
the short name for a...short name! which you'll recognize, and then change the model name for the new one. When you've done,
it'll look like this:

<?xml version="1.0"?>
<UnitData>
<General Allegience="0" LongName="Spitfire MkVIIIc AX-W JF626, Maj Henry Gaynor, No.1 Sqn SAAF, Italy, Dec 1943" ShortName="Spit VIIIC" ModelName="Spitfire_MkVIIIc_AX-W.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="1" Type="moving" EnteredService="01/01/1943" LeftService="12/1/1957" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="fighter_bomber" Country="britain" AllowSpawn="y" InfoURL="help\topics\infospit.htm" ChecklistURL="help\topics\infospit.htm"/>
<GunStations>

Save and close.

Then, re-name the two, or however many there are, .m3d files to the new name.

spitfire_ixc.m3d becomes Spitfire_MkVIIIc_AX-W.m3d, and spitfire_ixc_cockpit0.M3D becomes Spitfire_MkVIIIc_AX-W_cockpit0.M3D,
and so on.

The only remaining unchanged files you have are: spitfire_ixc_s.dds, spitfire_ixc_t.dds and spitfire_ixc_t.mos.

This is the fun part. You need to re-name these so they have PRECISELY the same number of characters before and after.

I have used spit_Mk8_AXW_t.dds, spit_Mk8_AXW_s.dds and spit_Mk8_AXW_t.mos. 14 spaces.

Then you need a Hex editor - don't be frightened, if I can do it it's got to be easy! I use a freeware one called
Hex-editor XVI32 by Christian Maas from http://www.chmaas.handshake.de. It's very easy to use.

Open the Spitfire_MkVIIIc_AX-W.m3d file with the hex editor and search (in text string) for spitfire_ixc_t.dds (etc).
Unlike CFS2 models, where the texture file names appear loads of times, here it'll be just once. Type in the new texture
names, spit_Mk8_AXW_t.dds and spit_Mk8_AXW_s.dds over the old ones, and save. Do the same for the cockpit, if necessary -
sometimes the external texture _t.dds and _s.dds files are not used in the cockpit - and save. Do not change the names of
the cockpit texture files - here spitfire_ixc_c.dds. The game will find them wherever they are.

Then do the same for the .mos file if one is not supplied with the download; only spitfire_ixc_t.dds needs changing here.
Change it to the new _t.dds name, just as you did above. Do not worry about the other .dds files. Rename the .mos file to
the same name as the _t.dds file, but substitute the .mos tag for .dds. So here, as the new _t.dds is spit_Mk8_AXW_t.dds,
the new .mos file will be called spit_Mk8_AXW_t.mos.

And that, all being well, is that. You are the proud owner of your own stand-alone kite.
 
How to make an AI aircraft for CFS3

In the folder of the aircraft you've chosen, make a copy of the .air file, the .xdp file and the .m3d file. It is not necessary to copy the cockpit .m3ds, as these are not used.

Re-name the copied .air file from XXXX.air to XXXX_ai.air. Do the same for the two other files, so you have XXXX_ai.m3d and XXXX_ai.xdp.

Open the new XXXX_ai.xdp file with notepad:

<?xml version="1.0"?>
<UnitData>
<General Allegience="0" LongName="XXXX" ShortName="XXXX" ModelName="XXXX.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="1" Type="moving" EnteredService="4/01/1943" LeftService="12/1/1957" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="fighter_bomber" Country="canada" AllowSpawn="y" InfoURL="help\topics\infospit.htm" ChecklistURL="help\topics\infospit.htm"/>
<GunStations>

Rename the name strings:

<?xml version="1.0"?>
<UnitData>
<General Allegience="0" LongName="XXXX ai" ShortName="~XXXX" ModelName="XXXX_ai.m3d" BlastDamageScale="1.0" ImpactDamageScale="1.0" FireDamageScale="1.0" Priority="1" Type="moving" EnteredService="4/01/1943" LeftService="12/1/1957" BlastDamageMod="1" ImpactDamageMod="1" FireDamageMod="1" Category="fighter_bomber" Country="usa" AllowSpawn="y" InfoURL="help\topics\infospit.htm" ChecklistURL="help\topics\infospit.htm"/>
<GunStations>

The model name must correspond to the new ai name. Then change the nationality to usa or germany, according to the side you wish it to spawn on. These are the only two nationalities which spawn in the game, hence the interest. The flyable version can be British, for example, so you can fly it in campaign mode, and the AI will spawn too. This also prevents the menu space available for flyable aircraft from becoming too cluttered.

The current CFS3 convention is that the ShortName of AI aircraft begins with ~. This puts them at the end of the list in the QC menu, if you decide to keep them available for QC - see below.

Then open the aircraft.cfg file with notepad. What you will find looks like this:

[fltsim.0]
title=Spitfire MkIXc
sim=Spitfire_IXc
model=Spitfire_IXc

What follows these four lines may vary, but it is unimportant.

Copy these four lines to the next blank line in the text, and then make the following changes:

[fltsim.0] Change the number to 1
title=Spitfire MkIXc Ignore this line
sim=Spitfire_IXc Change this to Spitfire_IXc_ai (XXXX_ai)
model=Spitfire_IXc Change this to Spitfire_IXc_ai (XXXX_ai)

The result is:

[fltsim.1]
title=Spitfire MkIXc
sim=Spitfire_IXc_ai (must correspond to the new name, XXXX_ai)
model=Spitfire_IXc_ai (must correspond to the new name, XXXX_ai)

Save and close.

Nearly done. Now you need to open the .air file. Don't panic! My favourite is AirEd by William Roth, which you can find at Simviation, Flightsim and goodness knows where else. It has been around for a while, and does a good job.

Close to the top of the file, you will find line 105, aircraft type. This will equal 0, in other words, a CFS flyable aircraft. Change it to 2, which means AI only. (Use the enter key to enter the info)

Do not do this last operation if you wish to use the AI aircraft as enemy in QC. Aircraft whose air file is set to =2 do not appear in the QC menu.

Save and close.
 
Lock-up on loading...

If you find your CFS3 locks up on the splash screen while loading, it is probably because the player aircraft you came out on, and which it is trying to re-load, is defective.

There are several possible reasons for this, but the first thing to do is find out which aircraft it is, and fix the immediate problem so you can load the sim.

You need to make sure your hidden and system files are visible and accessible.

Go to your application data folders; in XP, this is:

C:\Documents and Settings\your user name\Application Data\Microsoft\Combat Flight Simulator 3.0

for stock CFS3. Other installs will have other names, but will be in the same Application Data\Microsoft folder.

Look for a file called uisel.xml. Open this with Windows Notepad - make this default for future use.

The interesting bit is here:

<QuickCombat>
<AirbaseID type="string" val="fowe66"/>
<EnemyGroundSkill type="uint" val="1"/>
<EnemySkill type="uint" val="1"/>
<GlobalLayer type="string" val="CFS3Europe1943"/>
<MissionType type="uint" val="0"/>
<Pilot type="uint" val="1"/>
<Position type="uint" val="4"/>
<Season type="uint" val="0"/>
<TacticPosition type="uint" val="2"/>
<Terrain type="string" val="CFS3Europe"/>
<TimeOfDay type="uint" val="1"/>
<WeatherFile type="string" val=""/>
<PlayerAircraft>
<Aircraft type="string" val="Bf 109G-6 Yellow 3"/>
<AmmoPct type="uint" val="100"/>
<FuelPct type="uint" val="100"/>
<Model type="string" val="bf_109g_6_Y3"/>
<PayloadIdx type="uint" val="0"/>
<UseCustomAircraft type="bool" val="y"/>
<Wingmen type="uint" val="1"/>
</PlayerAircraft>

<EnemyAircraft>
<Aircraft type="string" val="Bf 109G-6"/>
<Model type="string" val="bf_109g_6"/>
<Quantity type="uint" val="3"/>
<Respawn type="bool" val="y"/>
</EnemyAircraft>
<EnemyBomber>
<Aircraft type="string" val="Ju 88A-4"/>
<Model type="string" val="ju_88a_4"/>
<Quantity type="uint" val="2"/>
</EnemyBomber>
<PlayerBomberEscort>
<Aircraft type="string" val="B-26G"/>
<Model type="string" val="b_26g"/>
</PlayerBomberEscort>
</QuickCombat>

I've highlighted the most important bit in red - and it tells you that you were flying the Bf109g-6 Yellow 3.

To get the sim rolling again, simply delete everything between the QuickCombat tags - that is a better solution than deleting the entire uisel file, as you will not have to set up your preferences - realism settings, etc - all over again. You'll find yourself back at Fowlmere with a P-47d-25 on the tarmac, just as you do the first time you fire up the sim.

Then, you need to check out why Yellow 3 is causing trouble...
 
Come on, gentlemen - I'm not the only one who knows how to do things. If you know how to, say, add a facility into the GSL, or change the colours in the HUD, or add effects or sounds or anything, please write your piece - this is to stop things we all think we'll remember from getting lost, because in the end, we don't always remember.
 
:wavey: On Mission Building:
in order to get a aircraft to take off from airbases or areas where there isn't a stock Base set up..
You must open the mission fiile with notepad/word and change the following valves..

<Unit ID="9855" Type="eto_lys_soe" IsPlayer="y" Skill="1" Payload="0"/>
<Route ID="5000">
<Waypoint Type="turn" Speed="100.00" IsWarpable="n" Lat="N49*22'50.6856"" Lon="W1*0'18.2288"" Alt="100.00"/>

Change**"turn" Speed="100.00"*** change to ***"turn" Speed="0.00" ***

Change***Alt="100.00"**** change to Alt="0.00"

Always remember to save the changes..
Then you will be able to set up any area or spot to start from in a mission..
This is often needed to do when building for other then stock areas, such as using vehicles, and ships in missions as the player..

Now you can build missions and not be restricted to using only stock airbases, or areas..

this valve is used when using a stock base as a takeoff, it will read as..*****<Waypoint Type="takeoff"*** In order to use the information for non standard set ups
It MUST read as ***<Waypoint Type="turn"***
 
Well done,gents. I'm not home righ tnow but will be sometime tomorrow at which point I'll set this stuff up in the sticky previously discussed....mid
 
:wavey: On mission building;
To get things timed for missions to get the enemy where you want them when you want them there..
You can use spawns, but the triggers for spawns tend to be random in the CFS3 game engine..
They will allow you to set up missions with a random element, so they don't always fly the same from flight to flight..
I have several examples of this in some of my newest missions i have uploaded.. and more are in the works..

Or you can set up flights of enemy aircraft so they fly to the waypoint where you want them to be and "loiter" at a waypoint an await the arrivial of whatever aircraft you are using..
Loitering helps ensure that you have a aircraft where you want it to be when the mission plays out..
You can set how long the aircraft loiter, as a player or AI..

One warning if you set the player to loiter the game engine will stay at this point for the amount of time you set it for..

So to keep from having missions that run for Hours in one spot, i never set my player aircraft to loiter very long, 10-30 minutes..

As for the AI or enemy aircraft it doesn't effect how long the mission lasts..
the mission will stop when you engage the enemy that are loitering..
and once you deal with that, it game engine will allow you to warp to the next waypoint without stopping over and over at the AI loitering point..
More info on mission building coming..
:jump:
 
:wavey: On mission Building:
Placing items in a mission isn't a difficult thing to do if you know how to spot
the items in the mission..
To get the needed information you MUST use the keystroke (Z)..
It will display your position in Longitude and Latitude something like this:
N42*27'29.1626 W16*20'9.7846...
Using the values given, you can place a object where you want it..(see screenshots)

To find the position you want to place a item, you MUST use a driveable vehicle, or an aircraft you can steer.. I use P-38's often to place items, you can steer them like a auto and drive them around a airbase..
And, I fly over a area very low, stopping (pausing) the aircraft where you want a item to be, checking position using my outside views..

Marking the positions where you want the items to be.. Also using the heading indicator (compass) in the object you are driving around you can get the heading you need for the item..
all of this is also displayed in the (Z) keystroke..

The Best way to place a item is to use Notepad/work to change the values needed in degrees,
of Longitude and Latitude, much easier then trying to use the mission builder, to get the position where you want it to be..

Place the item near the position in the MB, then open the mission with Notepad/word and fine tune it using the valves you got from driving/flying to the spot you wish the item to be placed..

This Must be done in this mannor to ensure you have what you want where you want it..

It is very time consuming, to place items correctly, But is is well worth the efforts..
You must check placement by Flying the mission and having a look..

If something isn't correct then you must re open the mission and make any needed corrections Save and close the mission file again Notepad/word or the MB..

Most of the placement of items is best done through Notepad/word, not the MB..
The mission builder is good to get Just about perfect, but it is best to fine tune using values
by spotting the item with a drive about or fly about..

I have even flown to areas in the mission, I intend things to happen, land, and drive about to see if I have what is needed and where it is..
Once you have the item placed correctly, save the changes, ie: notepad/word or in the MB itself..

This is very time consuming, I have spent 8 hours getting complex missions set up..
But I don't recommend trying a complex mission at first, just learn to place items,
in a simple set ups, one item at a time.. Then as you learn to use this method,
it will allow you with experence, to place items easily and quickly..

I have built entire cities, and bases in areas where there was nothing..
Remember through the more you add to a mission the more it effects the FPS..
If you have a very fast machine, it does not cause a problem, but if you are using a older machine, it will limit how the mission runs..

once you have the items placed and spotted correctly, It is very simple to check, Just fly the Mission and have a look..

More on the item placement subject to come..:jump:
 
:wavey: On mission building:
In the previous threads, I spoke of using notepad/wordpad to open missions and place items and set up takeoffs from Non GSL sites..
Whenever you add in a value that isn't stock to the mission builder, such as taking off in a non GSL site..

Once you have set up these values, and saved them, If you open the Mission in the mission builder afterwards, you WILL LOSE ALL OF THIS INFORMATION AND VALUES...

And you will have to reopen the mission with Notepad/wordpad and reset the values and items..
Yes this is a hassle, But in order to work behond the mission builders program, it MUST Be done this way..

The Mission Builder in CFS3 is Very Limited in it's ability..
But with a bit of creative thinking and basic knowledge of how the games (Sims) work you can over come these shortcomings in the MS Mission Builder..
And do things that are really amazing at times..
More to come..:jump:
 
Adding non-stock aircraft to campaigns?

While on mission building...

This is simple. Go into your CFS3/campaigns folder and back up the campaign you want to modify. In this case, make it non-operational by adding a _bkp tag (or whatever you use) to the .xml tag, NOT to the campaign name - or it'll appear in the menu anyway. So you have this:

fortress europa.xml
fortress europa.xml_bkp

Your working copy is of course fortress europa.xml

Open this with Windows Notepad - make this default for all .xml files if you can, as these are only camouflaged text files, in CFS3 at least.

Scroll down until you find this section:

<TechTree>
<Aircraft Type="BF_109G_6">
<Date Month="2" Year="1943"/>
</Aircraft>
<Aircraft Type="BF_109G_10">
<Date Month="4" Year="1944"/>
</Aircraft>
<Aircraft Type="DO_335A_1">
<Date Month="2" Year="1945"/>
</Aircraft>

It goes on to list all the stock aircraft.

As you can see, it's easy - copy/paste the full set of 3 lines again

<Aircraft Type="BF_109G_6">
<Date Month="2" Year="1943"/>
</Aircraft>

And change the Aircraft type to the one you want to use. Let's say the DL_Bf109g-10DC_White24.
Open the folder of that aircraft and look for the .air file. Here it is DL_109g-10_W24.air. If you remove the ".air" tag, you get the sim name/model name - paste this in over the existing aircraft name so you get this:

<Aircraft Type="DL_109g-10_W24">
<Date Month="2" Year="1943"/>
</Aircraft>

The Date line determines when this aircraft becomes available for you to fly in the campaign; spawning is controlled by the xdp file and is not affected by this line, so the dates do not need to correspond - imagine that your squadron is issued with that aircraft later than some others, for example.

Obviously you will not be getting hold of Bf109G-10 aircraft until much later, so here it should be, say:

<Aircraft Type="DL_109g-10_W24">
<Date Month="1" Year="1945"/>
</Aircraft>

Which is about right for this particular version.

And that's your lot. Save, close and off you go!
 
For those moments when it freezes in the UI menu.

We've all gone through the waiting after selecting a loadout that doesn't work, trying to fly a mission that requires an aircraft we don't have, you know the drill. And the sim hangs for good. Time to reboot...

...not. The trick is to refrain from clicking on absolutely anything until the uimusic stops, the hard drive light calms down, the sim has done its "thinking". If you click on the menu bar it'll somehow deactivate the application and shifts the attention to something running in the background by which time you'll have to try Plan B but I'll get to it later. In the meantime go with Plan A.

Plan A: when everything is quiet and still (and you haven't clicked on anything) hit Alt + F4. Simple as that. It should - read, should - kill CFS3 and throw you back to desktop. Problem solved, fire it up again.

Plan B: if you panicked or Plan A didn't bring results hit Alt + Tab, Alt + F4. Keep doing it until the next program in the line is CFS3 and the hang is released. The downside of this approach is that you'll probably go through several programs which get closed as well but hey, rebooting doesn't give them much chance either.
 
Windowed Mode

From a member named Fre:

...You can run it in window mode.

Right-click the CFS3 icon and select "Properties". At the end of the Target line, type "-window".

Example: “C:\Program Files\Microsoft Games\CombatFlightSimulator 3\cfs3.exe” -window (go to the end of the string and add -window outside the quotation marks)

In my opinion the window will become very small compared with the full screen mode, but you will be able to run it in window mode.


Not tested it myself, but others have - it appears to work.

Edit - From Italflyer:

-window, followed by either -800; -1024 or -1280 sets the size to 800x600; 1024x768 or 1280x1024
 
Belly landing

Some older models always explode when touching the ground or the propellers don't stop and fold backwards as they should, but continue milling through the ground. I have archived some contributions to the forum on that and put together a few corrections for cfg files:



20:27 01.03.2005
I bought the JF BoB pack a while back and discovered that when ditching or crash landing in any of their aircraft (exept the stuka) as soon as the prop toutches the ground, the plane explodes. Is there a way to fix this? Thanks.
gecko, SOH


Yes that can be fixed. It is a by product of the way MS does the prop damage that is not quite in sync on those. Easiest fix is to backup the .cfg files for those and open up the cfg of the plane you want to change and the cfg file of the nearest AVH equivalent (eg the Hurricane Mk1a or the 109E). Then go to the [contact_points] section and replace the JF entries beginning with point.3 with those from the Avh version. Next make sure your max_number_of_points = value is the same as the AvH one. Then go down to the [GeneralEngineData] Section and replace your JF entries for "Engine.0 =" with the values from the AvH version. Do the same for the [propeller] section, "propeller_diameter =" value. Then save the revised .cfg file and delete the .bdp file for that aircraft. That should do it.


For the Mk I Spitfires you can use these values (I am omitting the lines that do not change):

[contact_points]
max_number_of_points = 12
point.3 = 2, 7.3, 0, -5.4, 44, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 4.9, 0, -2.9, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -2.2, 0, -2.4, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -22, 0, -0.069, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, -0.790000000000001, -17.9, -1.3, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, -0.790000000000001, 17.9, -1.3, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, -20.35, 0, 4.57, 2165, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.10 = 2, -0.790000000000001, -9.25, -0.1, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.11 = 2, -0.790000000000001, 9.25, -0.1, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6

[GeneralEngineData]
Engine.0 = 7.3, 0, 0

[propeller]
propeller_diameter = 10.75

spitfrnd, SOH



02:24 23.03.2005
More sets of corrected values from aircraft cfg files (in order of number of contact points):


3US A-26B-60 Invader

[contact_points]
max_number_of_points = 11
point.3 = 2, 18, 0, 0, 55, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 18, 0, -2.84, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -5, 0, -2.04, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -34, 0, 2.27, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, 0, -35, 3.9, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, 0, 35, 3.9, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, 10, -9.73, -1.6, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.10 = 2, 10, 9.73, -1.6, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4

[GeneralEngineData]
Engine.0 = 10, -9.73, 0
Engine.1 = 10, 9.73, 0

[propeller]
propeller_diameter = 12.5


3GB Tempest MkV

[contact_points]
max_number_of_points = 12
point.3 = 2, 6, 0, -7, 444, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 5.5, 0, -4.2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, 3, 0, -4, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -22.875, 0, -2.1, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, -1.125, -19.5, -1.5, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, -1.125, 19.5, -1.5, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, -1.125, -11, -1.3, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.10 = 2, -1.125, 11, -1.3, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.11 = 2, -21.875, 0, 4.8, 800, 0, 0, 0, 0, 0, 0, 0, 0, 9

[GeneralEngineData]
Engine.0 = 6, 0, 0

[propeller]
propeller_diameter = 14


3GB Typhoon Mk1B

[contact_points]
max_number_of_points = 12
point.3 = 2, 7.5, 0, 0, 55, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 6, 0, -4.2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, 3, 0, -4, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -22.875, 0, -2.6, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, -1.125, -20, -1.3, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, -1.125, 20, -1.3, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, -1.125, -11, -1.3, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.10 = 2, -1.125, 11, -1.3, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.11 = 2, -21.875, 0, 4.8, 800, 0, 0, 0, 0, 0, 0, 0, 0, 9

[GeneralEngineData]
Engine.0 = 6, 0, 0

[propeller]
propeller_diameter = 14


1US FM-2 Wildcat

[contact_points]
max_number_of_points = 12
point.3 = 2, 8, 0, 0, 55, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 7.5, 0, -4.1, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -2, 0, -3, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -20.35, 0, -1.3, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, -0.790000000000001, -18.25, -0.2, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, -0.790000000000001, 18.25, -0.2, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, -0.790000000000001, -9.25, -0.1, 2500, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.10 = 2, -0.790000000000001, 9.25, -0.1, 2500, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.11 = 2, -20.35, 0, 4.57, 700, 0, 0, 0, 0, 0, 0, 0, 0, 9

[GeneralEngineData]
Engine.0 = 7.5, 0, 0

[propeller]
propeller_diameter = 9.75


TBD-1 Devastator, TBM-3 Avenger, 1US SBD-5 Dauntless_atlantic

[contact_points]
max_number_of_points = 12
point.3 = 2, 8, 0, 0, 55, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 7.5, 0, -3.6, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -1, 0, -3, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -19.08, 0, -0.5, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, -1.58, -19.5, 0, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, -1.58, 19.5, 0, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, -1.58, -9.5, 0, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.10 = 2, -1.58, 9.5, 0, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.11 = 2, -18.58, 0, 5.8, 700, 0, 0, 0, 0, 0, 0, 0, 0, 9

[GeneralEngineData]
Engine.0 = 7.5, 0, 0

[propeller]
propeller_diameter = 10.8333333333333


3gr_Bfo109e_1

[contact_points]
max_number_of_points = 12
point.3 = 2, 8.8, 0, 0, 55, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 7.9, 0, -2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -1, 0, -1.6, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -18, 0, 0, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, -0.5290833, -15, 0, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, -0.5290833, 15, 0, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, -0.5290833, -10, -0.3, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.10 = 2, -0.5290833, 10, -0.3, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.11 = 2, -20.1695833, 0, 1.53575, 700, 0, 0, 0, 0, 0, 0, 0, 0, 9

[GeneralEngineData]
Engine.0 = 7.9, 0, 0

[propeller]
propeller_diameter = 10.17


3gb_hurricane_mk1

[contact_points]
max_number_of_points = 12
point.3 = 2, 8.9, 0, 0, 2100, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 8.5, 0, -3.5, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -1.1, 0, -3, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -22.1, 0, -2.2, 2000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, -0.35, -19, -1.2, 787.402, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, -0.35, 19, -1.2, 787.402, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, -21.1, 0, 4.8, 787.402, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.10 = 2, -0.35, -11, -0.9, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.11 = 2, -0.35, 11, -0.9, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6

[GeneralEngineData]
Engine.0 = 8.5, 0, 0

[propeller]
propeller_diameter = 10.75


3US F6F-5 Hellcat Atl

[contact_points]
max_number_of_points = 12
point.3 = 2, 9, 0, 0, 55, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 8.5, 0, -4.1, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -1, 0, -3.6, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -23.5, 0, -2.5, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, 0, -20.333, 0, 800.102, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, 0, 20.333, 0, 800.102, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, 0, -10.333, 0, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.10 = 2, 0, 10.333, 0, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.11 = 2, -21.933, 0, 6.95, 700.102, 0, 0, 0, 0, 0, 0, 0, 0, 9

[GeneralEngineData]
Engine.0 = 8.5, 0, 0

[propeller]
propeller_diameter = 13.08


P-40F French

[contact_points]
max_number_of_points = 12
point.3=2, 8.85, 0, 0, 4100, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4=2, -4.65, 0, -2.8, 4000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5=2, -0.790000000000001, -18.25, -0.2, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.6=2, -0.790000000000001, 18.25, -0.2, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.7=2, -20.35, 0, 4.57, 700, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.8=2, 7, 0, -4.1, 3750, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.9=2, -20.35, 0, 0, 3100, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.10=2, -0.790000000000001, -9.25, -0.1, 200, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.11=2, -0.790000000000001, 9.25, -0.1, 200, 0, 0, 0, 0, 0, 0, 0, 0, 6

[GeneralEngineData]
Engine.0 = 9.2, 0, 0

[propeller]
propeller_diameter=11


3US P-47D-23 Thunderbolt

[contact_points]
max_number_of_points = 12
point.3 = 2, 9.98, 0, 0, 111, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 9, 0, -4.2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -1, 0, -3.5, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -22.02, 0, -1.9, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, 0, -20, -0.5, 1800.102, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, 0, 20, -0.5, 1800.102, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, 0, -10.333, 0, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.10 = 2, 0, 10.333, 0, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.11 = 2, -21.933, 0, 6.95, 700.102, 0, 0, 0, 0, 0, 0, 0, 0, 9

[GeneralEngineData]
Engine.0 = 9, 0, 0

[propeller]
propeller_diameter = 13


3US P-51D-30_doll Mustang

[contact_points]
max_number_of_points = 12
point.3 = 2, 9.92, 0, 0, 2100, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, -5.38, 0, -3.6, 3000.102, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -1.58, -18.5, -0.6, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.6 = 2, -1.58, 18.5, -0.6, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.7 = 2, -18.58, 0, 5.8, 700.102, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.8 = 2, 9, 0, -3.4, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.9 = 2, -19.08, 0, -0.5, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.10 = 2, -1.58, -9.5, 0, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.11 = 2, -1.58, 9.5, 0, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6

[GeneralEngineData]
Engine.0 = 9, 0, 0

[propeller]
propeller_diameter = 11.167


P-40F WarHawk_NAfrica

[contact_points]
max_number_of_points = 12
point.3=2, 8.85, 0.00, 0.00, 2100, 0, 0, 0, 0, 0.0, 0, 0, 0, 4
point.4=2, -4.65, 0.00, -2.80, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5=2, -0.79, -18.25, -0.10, 800.102362, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.6=2, -0.79, 18.25, -0.10, 800.102362, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.7=2, -20.35, 0.00, 4.57, 700.102362, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.8=2, 7.00, 0.00, -4.70, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.9=2, -20.35, 0.00, 0.00, 2100, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.10=2, -0.79, -9.25, -0.10, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.11=2, -0.79, 9.25, -0.10, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
[GeneralEngineData]
Engine.0=58, 0, 0

[propeller]
propeller_diameter=11


3GB Beaufighter Mk 1

[contact_points]
max_number_of_points = 12
point.3 = 2, 9, 0, 0, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 8, 0, -2.2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -9.321, 0, -2.367, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -28.403, 0, -0.739, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, -1.885, -29.242, 1.104, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, -1.885, 29.242, 1.104, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, -28.403, 0, -0.739, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.10 = 2, 9.2, -8.2, -3, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.11 = 2, 9.2, 8.2, -3, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4

[GeneralEngineData]
Engine.0 = 9.2, -8.2, 0
Engine.1 = 9.2, 8.2, 0

[propeller]
propeller_diameter = 13.2


3gr_do_335a_1

[contact_points]
max_number_of_points = 12
point.3 = 2, 17, 0, 0, 55, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 16.7, 0, -3, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, 5.2, 0, -3.5, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -22.3, 0, -4.8, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.7 = 2, -3.3, -22.5, 0, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, -3.3, 22.5, 0, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, -3.3, -12, 0, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.10 = 2, -3.3, 12, 0, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.11 = 2, -22.3, 0, 7.5, 700, 0, 0, 0, 0, 0, 0, 0, 0, 9

[GeneralEngineData]
Engine.0 = 16.7, 0, 0
Engine.1 = -26, 0, 0

[propeller]
propeller_diameter = 11.479


3GR Bf-109G-6 Gustav

[contact_points]
max_number_of_points = 13
point.3 = 2, 8.9, 0, 0, 333, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 7.9, 0, -4.9, 444, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, 7.4, 0, -2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -1.3, 0, -1.9, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, -18.6, 0, 1.2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.8 = 2, -0.4, -16.1, 0.3, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.9 = 2, -0.4, 16.1, 0.3, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.10 = 2, -0.4, -8.1, 0.4, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.11 = 2, -0.4, 8.1, 0.4, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.12 = 2, -18.3, 0, 5.06, 200, 0, 0, 0, 0, 0, 0, 0, 0, 9

[GeneralEngineData]
Engine.0 = 7.9, 0, 0

[propeller]
propeller_diameter = 9.833


3US F4U-1A Corsair

[contact_points]
max_number_of_points = 13
point.3 = 2, 8.98, 0, 0, 2100, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 2.5, 0, -1, 3000.102, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, 0, -20.333, 0, 800.102, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.6 = 2, 0, 20.333, 0, 800.102, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.7 = 2, -21.933, 0, 6.95, 700.102, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.8 = 2, 9.35, 0, -3, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.9 = 2, -22.02, 0, -0.5, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.10 = 2, 0, -6.5, -4, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.11 = 2, 0, 6.5, -4, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.12 = 2, 8.5, 0, -3.1, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4

[GeneralEngineData]
Engine.0 = 8.5, 0, 0

[propeller]
propeller_diameter = 13.166666


//FIREPOWER SERIES CERTIFIED AIRCRAFT Focke-Wulf Ta-152C-1

[contact_points]
max_number_of_points = 13
point.3 = 2.0, -21.142, 0.0, 5.454, 1500.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 9.0, 0.0, 0.0
point.4 = 2.0, -1.200, -17.500, 0.350, 1800.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 5.0, 0.0, 0.0
point.5 = 2.0, -1.200, 17.500, 0.350, 1800.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 6.0, 0.0, 0.0
point.6 = 2.0, -2.425, 0.009, -1.654, 2000.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 4.0, 0.0, 0.0
point.7 = 2.0, 8.258, 0.0, -1.027, 2000.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 4.0, 0.0, 0.0
point.8 = 2.0, -8.349, 0.0, -1.291, 1800.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 4.0, 0.0, 0.0
point.9 = 2.0, -22.306, 0.0, 0.312, 1800.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 9.0, 0.0, 0.0
point.10 = 2.0, 4.069, 0.0, -1.307, 1800.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 4.0, 0.0, 0.0
point.11 = 2.0, -15.523, 0.0, -0.759, 1800.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 4.0, 0.0, 0.0
point.12 = 2, 8.8, 0, -5, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0

[GeneralEngineData]
engine.0 = 8.800, 0.000, 0.000

[propeller]
propeller_diameter=12.2


//FIREPOWER SERIES CERTIFIED AIRCRAFT P-40N

[contact_points]
max_number_of_points = 13
point.3 = 2, -0.0377, -18.5956, -0.0942, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
point.4 = 2, -0.037, 18.3634, -0.037, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.5 = 2, -20.0837, 0, -0.136, 2400, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.6 = 2, 6.7392, 0, -3.2985, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.7 = 2, -19.3183, 0, 5.9605, 725, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.8 = 2, -4.3783, 0, -1.7572, 650, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.9 = 2, -12.4458, 0, -1.1191, 1750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.10 = 2, -0.0666, -8.6557, -2.1441, 1050, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
point.11 = 2, -0.0115, 9.343, -2.0453, 1050, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.12 = 2, 10, 0, -5, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0

[GeneralEngineData]
engine.0 = 10, 0, -0.1,

[propeller]
propeller_diameter=11


3US Do 17Z2_1KG2

[contact_points]
max_number_of_points = 13
point.3 = 2, 11.575, 0, -3.8, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, -1, 0, -2.82, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -31.425, 0, 0, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -2.725, 29, 1.1, 787, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.7 = 2, -2.725, -29, 1.1, 787, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.8 = 2, -31.125, 0, 8.5, 787, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.9 = 2, 10, -9.5, -3.2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.10 = 2, 10, 9.5, -3.2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.11 = 2, 9.25, -9.4, -2.2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.12 = 2, 9.25, 9.4, -2.2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4

[GeneralEngineData]
Engine.0 = 10, -9.5, 0
Engine.1 = 10, 9.5, 0

[propeller]
propeller_diameter = 10.8333


1GB Mosquito FB Mk 6

[contact_points]
max_number_of_points = 14
point.3 = 2, 8.8, 0, 0, 300, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 8, 0, -2.6, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -1.9, 0, -2.1, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -26, 0, 0.25, 2000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, 0.449999999999999, -27.1, 1.1, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.8 = 2, 0.449999999999999, 27.1, 1.1, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.9 = 2, 0.449999999999999, -18, 2.1, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.10 = 2, 0.449999999999999, 18, 2.1, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.11 = 2, -26.5, 0, 9.8, 700, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.12 = 2, 8, -7, -2.6, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.13 = 2, 8, 7, -2.6, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4

[GeneralEngineData]
Engine.0 = 8, -7, 0
Engine.1 = 8, 7, 0

[propeller]
propeller_diameter = 12.704


3US B-17G Flying Fortress

[contact_points]
max_number_of_points = 14
point.3 = 2, 17, 0, -5, 9999, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, -3, 0, -4.5, 9999, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -51, 0, -2.5, 9999, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -2, -50.75, 0, 9999, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.7 = 2, -2, 50.75, 0, 9999, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.8 = 2, -46.917, 0, 15, 1574.803, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.9 = 2, -16.333, 0, 6.833, 1574.803, 0, 0, 0, 0, 0, 0, 0, 0, 7
point.10 = 2, 8.937, -21.281, -4.7, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.11 = 2, 10.559, -9.754, -4.7, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.12 = 2, 10.559, 9.754, -4.7, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.13 = 2, 8.937, 21.281, -4.7, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4

[GeneralEngineData]
Engine.0 = 8.937, -21.281, 0
Engine.1 = 10.559, -9.754, 0
Engine.2 = 10.559, 9.754, 0
Engine.3 = 8.937, 21.281, 0

[propeller]
propeller_diameter = 11.5


3US P-38J25 Lightning

[contact_points]
max_number_of_points = 15
point.3 = 2, 12.3, 0, 0, 2100, 0, 0, 0, 0, 0, 0, 0, 0, 0
point.4 = 2, 1.6, 0, -2.9, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 0
point.5 = 2, -1.2, -26, 3, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.6 = 2, -1.2, 26, 3, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.7 = 2, -23.5, -8, 6.4, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.8 = 2, -23.5, 8, 6.4, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.9 = 2, 8, -8, -2.9, 1750, 0, 0, 0, 0, 0, 0, 0, 0, 0
point.10 = 2, 8, 8, -2.9, 1750, 0, 0, 0, 0, 0, 0, 0, 0, 0
point.11 = 2, -23.5, 8, -1, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 0
point.12 = 2, -23.5, -8, -1, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 0
point.13 = 2, -1.2, -16, 3, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.14 = 2, -1.2, 16, 3, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6

[GeneralEngineData]
Engine.0 = 8, -8, 0
Engine.1 = 8, 8, 0

[propeller]
propeller_diameter = 11.5


3US B-26C-10 Marauder

[contact_points]
max_number_of_points = 15
point.3 = 2, 18, 0, -3, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 1, 0, -3.3, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -33, 0, -0.7, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -3.07, -35.3, 2.5, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.7 = 2, -3.07, 35.3, 2.5, 9999, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.8 = 2, -3.07, -22, 4, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.9 = 2, -3.07, 22, 4, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.10 = 2, -28.6, 0, 14.3, 787, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.11 = 2, 8.25, 9.5, -2.8, 1555, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.12 = 2, 8.25, -9.5, -2.8, 1555, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.13 = 2, 6.25, 10, -2.3, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.14 = 2, 6.25, -10, -2.3, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4

[GeneralEngineData]
Engine.0 = 8.25, -9.5, 0
Engine.1 = 8.25, 9.5, 0

[propeller]
propeller_diameter = 13.5


//FIREPOWER SERIES CERTIFIED AIRCRAFT Ta 154 A Moskito

[contact_points]
max_number_of_points = 15
point.3 = 2, 13.8427, 0, -2.0381, 2100, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, -11.9, 0, -2.6, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, 2.0246, -25.4216, 2.0999, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.6 = 2, 2.0246, 25.4216, 2.0999, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.7 = 2, -23.9375, 0, 6.3037, 700, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.8 = 2, -0.0303, -8.17, -2.553, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.9 = 2, -0.1013, 8.17, -2.5487, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.10 = 2, -24.4149, 0, -0.8317, 2000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.11 = 2, 1.571, -22.0762, 2.0999, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.12 = 2, 1.571, 22.072, 2.0999, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.13 = 2, 10, -8, -5, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.14 = 2, 10, 8, -5, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0

[GeneralEngineData]
engine.0 = 10, -8, -0.1,
engine.1 = 10, 8, -0.1,

[propeller]
propeller_diameter=11.8


3US C-47A Skytrain

[contact_points]
max_number_of_points = 15
point.3 = 2, 19.575, 0, -4, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, -1, 0, -3.82, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -38.425, 0, 1, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -2.725, -47, 0.6, 787.402, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.7 = 2, -2.725, 47, 0.6, 787.402, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.8 = 2, -2.725, -21, 2.97, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.9 = 2, -2.725, 21, 2.97, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.10 = 2, -31.125, 0, 8.5, 787.402, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.11 = 2, 10.825, -9.9, -6.8, 3333, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.12 = 2, 10.825, 9.9, -6.8, 3333, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.13 = 2, 10.025, -8.9, -5.8, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.14 = 2, 10.025, 8.9, -5.8, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4

[GeneralEngineData]
Engine.0 = 10.825, -9.9, 0
Engine.1 = 10.825, 9.9, 0

[propeller]
propeller_diameter = 9.75


3gr_Bf110G_2

[contact_points]
max_number_of_points = 16
point.3 = 2, 12.102, 0, -0.025, 2100, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 3.023, -7.905, -2.476, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, 3.023, 7.905, -2.476, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, -1.451, -27.088, 1.744, 800, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.7 = 2, -1.451, 27.088, 1.744, 800, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.8 = 2, -26.911, 0, 5.352, 700, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.9 = 2, 7.272, -7.556, -2.9, 3750, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.10 = 2, 7.272, 7.556, -2.9, 3750, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.11 = 2, -26.819, 0, -0.7, 2000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.12 = 2, -1.87, -15.298, 1.447, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.13 = 2, -1.87, 15.298, 1.447, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.14 = 2, -14.618, 0, -0.945, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.15 = 2, 7.917, 0, -1.211, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4

[GeneralEngineData]
Engine.0 = 7.272, -7.556, 0
Engine.1 = 7.272, 7.556, 0

[propeller]
propeller_diameter = 9.833


3US B-25C Mitchell

[contact_points]
max_number_of_points = 16
point.3 = 2, 19.9, 0, 0, 55, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 17, 0, -3.6, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, -1.1, 0, -3.2, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, 19, 0, -3, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, -33.1, 0, 1, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.8 = 2, -1.5, -33.98, 1.82, 787.402, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.9 = 2, -1.5, 33.98, 1.82, 787.402, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.10 = 2, -1.5, -22, 2.32, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.11 = 2, -1.5, 22, 2.32, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.12 = 2, -29.1, -10.6, 9.06, 787.402, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.13 = 2, -29.1, 10.6, 9.06, 787.402, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.14 = 2, 7.775, -9.67, -3, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.15 = 2, 7.775, 9.67, -3, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4

[GeneralEngineData]
Engine.0 = 7.775, -9.67, 0
Engine.1 = 7.775, 9.67, 0

[propeller]
propeller_diameter = 12.58


//FIREPOWER SERIES CERTIFIED AIRCRAFT Avro Lancaster Mk. III, Halifax_mk3

[contact_points]
max_number_of_points = 16
point.3 = 2, 19.6461, 0, -3.2909, 2000, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.4 = 2, -4.5353, 0, -4.9677, 2500, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.5 = 2, -5.1264, -51.0084, 3.7664, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
point.6 = 2, -5.1265, 51.0092, 4.0123, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.7 = 2, -45.5829, 0, -1.9296, 1200, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.8 = 2, 7.3092, 0, -4.7287, 2000, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.9 = 2, -32.1128, 0, -3.4257, 2000, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.10 = 2, -0.79, -25.3766, -1.9402, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
point.11 = 2, -0.79, 25.315, -1.9399, 1500, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.12 = 2, 9.75, -25.35, -5, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.13 = 2, 10.8, -11.2, -6.6, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.14 = 2, 10.8, 11.2, -6.6, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.15 = 2, 9.75, 25.35, -5, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0

[GeneralEngineData]
engine.0 = 9.75, -25.35, 0,
engine.1 = 10.8, -11.2, 0,
engine.2 = 10.8, 11.2, 0,
engine.3 = 9.75, 25.35, 0,

[propeller]
propeller_diameter=13.2


GC FW 200 Condor C4

[contact_points]
max_number_of_points = 16
point.3 = 2, 26.5, 0, -0.025, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.4 = 2, 18, 0, -5.45, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.5 = 2, 9.4, -10, -4.8, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.6 = 2, 9.4, 10, -4.8, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.7 = 2, -11, 0, -5.4, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.8 = 2, -49, 0, -0.07, 3000, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.9 = 2, -1.38, -53, 1.744, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 5
point.10 = 2, -1.38, 53, 1.744, 1000, 0, 0, 0, 0, 0, 0, 0, 0, 6
point.11 = 2, -43, 0, 10.9, 200, 0, 0, 0, 0, 0, 0, 0, 0, 9
point.12 = 2, 13.6, -21.81, -5, 444, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.13 = 2, 17.7, -9.754, -5, 444, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.14 = 2, 17.7, 9.754, -5, 444, 0, 0, 0, 0, 0, 0, 0, 0, 4
point.15 = 2, 13.6, 21.81, -5, 444, 0, 0, 0, 0, 0, 0, 0, 0, 4

[GeneralEngineData]
Engine.0 = 13.6, -21.81, 0
Engine.1 = 17.7, -9.754, 0
Engine.2 = 17.7, 9.754, 0
Engine.3 = 13.6, 21.81, 0

[propeller]
propeller_diameter = 9.92


//FIREPOWER SERIES CERTIFIED AIRCRAFT B-29A

[contact_points]
max_number_of_points = 19
point.3 = 1, -1.5, -12.6, -11.2, 2500, 1, 2.3, 0, 0.5, 2.5, 0.8, 22, 28, 2, 130, 160
point.4 = 1, -1.5, 14.9538, -11.2, 2500, 2, 2.3, 0, 0.5, 2.5, 0.8, 20, 30, 3, 130, 160
point.5 = 1, -1.5, 12.6, -11.2, 2500, 2, 2.3, 0, 0.5, 2.5, 0.8, 20, 30, 3, 130, 160
point.6 = 2, -6.1901, -70.9513, 1.3128, 1574.803, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
point.7 = 2, -5.9517, 71.1398, 1.565, 1574.803, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.8 = 2, -43.5496, 0, -4.5261, 1574.803, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.9 = 2, 18.8366, 0, -7.7121, 1574.803, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.10 = 2, 0, 13.4957, -5.5324, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.11 = 2, -0.004, -14.0614, -5.5134, 0, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.12 = 2, -54.8167, 0, 19.0835, 2300, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.13 = 2, -3.5, -30.656, -4.099, 1800, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.14 = 2, -3.5525, 30.6557, -4.0791, 1800, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.15 = 2, 11.94, -30.63, -7.2, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.16 = 2, 13.82, -13.59, -8, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.17 = 2, 13.82, 13.59, -8, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.18 = 2, 11.94, 30.63, -7.2, 750, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0

[GeneralEngineData]
engine.0 = 11.94, -30.63, 0
engine.1 = 13.82, -13.59, 0
engine.2 = 13.82, 13.59, 0
engine.3 = 11.94, 30.63, 0

[propeller]
propeller_diameter=16.7


//Firepower Certified B-24J Liberator

[contact_points]
max_number_of_points = 20
point.3 = 4, -0.6546, -54.8184, 1.5817, 10000, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
point.4 = 4, -0.6546, 54.7392, 1.7141, 10000, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.5 = 4, -19.7535, -0.1333, -7.0284, 10000, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.6 = 2, -36.6174, -0.0043, -2.946, 1800, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.7 = 2, -14.3177, -0.1374, -7.1038, 10000, 0, 0, 0, 0, 0, 0, 0, 0, 9, 0, 0
point.8 = 2, -10.7164, -0.136, -6.7493, 1800, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.9 = 2, 16.9088, 0, -6.6958, 1800, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.10 = 2, 19.5471, -0.2657, -6.5637, 1800, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.11 = 4, 18.1759, -0.2652, -5.9137, 1800, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.12 = 2, 1.3128, -52.3352, 1.1862, 10000, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0
point.13 = 2, 1.3128, 51.5462, 1.4504, 10000, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.14 = 2, 9.5, 25.3, -5, 100, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.15 = 2, 10, -10.7, -5.5, 100, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.16 = 4, 9.5, -25.3, -5, 100, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.17 = 2, 10, 10.7, -5.5, 100, 0, 0, 0, 0, 0, 0, 0, 0, 4, 0, 0
point.18 = 2, 5.026, 25.2262, -2.4351, 1800, 0, 0, 0, 0, 0, 0, 0, 0, 6, 0, 0
point.19 = 2, 5.0271, -25.4172, -2.5032, 1800, 0, 0, 0, 0, 0, 0, 0, 0, 5, 0, 0

[GeneralEngineData]
engine.0 = 9.5, -25.30, 0
engine.1 = 10, -10.70, 0
engine.2 = 10, 10.70, 0
engine.3 = 9.5, 25.300, 0

[propeller]
propeller_diameter= 11.700


oki
 
:jump:On Mission building;

To change the player's position in a player formation..
Under normal set ups, you are the leader in Missions, the AI aircraft all follow you and your direction..
You can change the position of the Player, by using Notepad/wordpad.. Open the mission and in the mission set up find the "Is Player" text,


<AirFormation ID="6000" Directive="intercept" Country="Germany" Skill="1" Payload="2" FormType="fingertip">
<Unit ID="9296" Type="dr2_109g6_hg" IsPlayer="y" Skill="1" Payload="2"/> ***Here***
<Unit ID="9297" Type="dr2_109g6_hg" Skill="3" Payload="2"/>
<Unit ID="9298" Type="dr2_109g6_hg" Skill="3" Payload="2"/>
<Unit ID="9299" Type="dr2_109g6_hg" Skill="3" Payload="2"/>
<Unit ID="9300" Type="dr2_109g6_hg" Skill="3" Payload="2"/>
<Unit ID="9301" Type="dr2_109g6_hg" Skill="3" Payload="2"/>
<Unit ID="9302" Type="dr2_109g6_hg" Skill="3" Payload="2"/>
<Unit ID="9303" Type="dr2_109g6_hg" Skill="3" Payload="2"/>

then cut and paste the text( IsPlayer="y") being careful to keep the spacing correct
to the new position in the formation

<AirFormation ID="6000" Directive="intercept" Country="Germany" Skill="1" Payload="2" FormType="fingertip">
<Unit ID="9296" Type="dr2_109g6_hg" Skill="1" Payload="2"/>
<Unit ID="9297" Type="dr2_109g6_hg" Skill="3" Payload="2"/>
<Unit ID="9298" Type="dr2_109g6_hg" Skill="3" Payload="2"/>
<Unit ID="9299" Type="dr2_109g6_hg" Skill="3" Payload="2"/>
<Unit ID="9300" Type="dr2_109g6_hg" Skill="3" Payload="2"/>
<Unit ID="9301" Type="dr2_109g6_hg" Skill="3" Payload="2"/>
<Unit ID="9302" Type="dr2_109g6_hg" Skill="3" Payload="2"/>
<Unit ID="9303" Type="dr2_109g6_hg" IsPlayer="y" Skill="3" Payload="2"/> *** to here**

I have now moved the Player from the first position to the last postion in the player formation
Save the file and close, then you are ready to go..

This is useful in carrier takeoffs, when you are launching more then One aircraft in the Player formation, and when desired to be just a wing man in the player formation..

More on carrier operations and missions coming up..:salute:
 
Assigning speech files to nationalities

Open your country.xml file in CFS root, using Notepad. You'll find that each country has an entry that begins like this:

<Country ID="Germany" Name="Germany" ShortName="GER" DirBase="ger" Nationality="German" Heading="bearing"

If you then go to your CFS3/sounds folder, you'll find a number of .gvp files. These contain the speech used by pilots and AIs. There are four types - air, ground, pilot, wingman. You'll see that each one is tagged with a three letter code that corresponds to the "Shortname" entry in the country.xml file - highlighted in red. So the German language files are air_ger.gvp, ground_ger.gvp, pilot_ger.gvp, and wingman_ger.gvp. (Colours for illustration purposes only.)

So if you want for example to change the language your Spanish Nationalists use, copy-paste the four (British, American or German) files, and re-tag them with the appropriate three-letter code for Spanish Nationalists. There you are, done. There are also some home-made Italian sound files in MAW, which Alessandro Biaggi did specially.
 
Commands : Foot brakes reversed

this tip can help if you have Pro rudder pedals :
"
foot-brakes are on when your feet are in the normal position, and off when you push with your toes?

Go into C:\Documents and Settings\Username\Application Data\Microsoft\Combat Flight Simulator 3.0
and open CFS3.xca with notepad. Scroll down until you find the entry for your foot brakes, and add a minus sign where I've put it in red.


<Device Type="Saitek Pro Flight Rudder Pedals">
<GameMode Name="Player">
<Axis ID="X" Action="AXIS_LEFT_BRAKE_SET" Scale="-18" Nullzone="82"/>
<Axis ID="Y" Action="AXIS_RIGHT_BRAKE_SET" Scale="-18" Nullzone="82"/>
<Axis ID="Rudder" Action="Set_Yaw" Scale="64" Nullzone="36"/>
</GameMode>
"

original
http://www.sim-outhouse.com/sohforums/showthread.php?t=32327
tip from ndicki
 
Adding Dive Brakes (to ANY plane that DOES-NOT have them already)
First Backup your files before EDITing them.

#1=EDIT Config file(Using notepad): Find the line in [airplane_geometry] that looks like this: spoiler_limit = 60
It's probably 0...make it 60.

#2=EDIT AIR File as follows(Using a program called AirEd):

Section # 1101-Primary Aerodynamics...
Add Figure to Drag for Spoiler. 220 is normal.
You can also add pitch and lift for Dive recovery flaps like a P-38L.

Section # 1539 AND #1540-UNKNOWN...
Edit the first line in record #1539 (hex edit) for the Lift.
Could make it like this: 0000 33 33 33 33 33 33 D3 3F
Edit the final line in record #1540 (hex edit) for the Drag.(Most important)
Could make it like this: 0018 00 00 00 00 00 80 BB 3F

 
Tweaking AI performance

From Daiwilletti, from an earlier thread:




Trouble is I enter this from memory - my cfs3 comp I keep strictly offline to keep things simple and safe so I will fire her up now and check... By the way, open the file using xml wrench or similar because it gives you the text in different colours and there is a lot of inactive explanatory chaff in the file which does not do anything and relatively few active lines of text.

My bad - I always confuse the two files - it is the bigger 15kb file pilotconstants.xml
here is some modded text to look for:
"<entry name="StartSkillPoints_Campaign" type="int" value=" 20" />" here I've added outer quotes. Original value was 14.

Another entry: "<entry name="AIWingmenExperienceCap" type="int" value="2" />
<entry name="AIWingmenAccuracyCap" type="int" value="2" />"

this entry is near the bottom of the pilotconstants.xml. I find if I use this setting of 2 (default=1) then I get a lot more Flight Leutenants in my squadron and less Pilot Officers. So I assume this will give more skillful wingmen. I wouldn't be surprised if the skill tranlsates across to enemy AI as well. You could unofficially survey by turning on labels when flying against enemy air spawns to see what ranks are turning up.
 
Back
Top