The Damage Profile

It's no surprise that warbirds carry offensive weapons ... that's what they were designed to do!

Any type of weapon that can be carried, dropped or fired from an aircraft can be set up for use on your aircraft model. The first part of this process is handled by the [GUNSTATIONS] section of the damage profile, which is where you define your aircraft's weapon systems and their attributes.

Every weapon on your aircraft must have a gunstations entry. Whether it's a machine gun, a bomb, a rocket, a missile or a torpedo, it requires a gunstation entry. Without a gunstation entry, the weapon will not fire ... it will simply disappear. There should only be one gunstation per weapon type (Bomb, Rocket, Torpedo,etc.).

In its most general form, a gunstation entry will look like this ...

[GUNSTATIONS] ; Weapon name/description
   gunstation.number=weapon type,system ID tag,trigger,firing interval,muzzle velocity,time alive,flash duration,attacking range,sound,tracer percentage,damage dice,X position,Y position,Z position,pitch,bank,heading,left angle (deg),right angle(deg),up angle(deg),down angle (deg),weight of each round(ounces)

There are a lot of parameters here, so let's examine a sample entry for a wing-mounted machine gun ...

[GUNSTATIONS] ;Browning .50 cal machine gun

The parameters (separated by commas) are ...


weapons header. Identifies a group of weapons.

gunstation.0=0,-2,1,0.10,883,2,0.01,500,2,40,4d4*14,-2.826,-0.653,0.696,0.2494260,13.010904,1.0793248,0,0,0,0,1.60 ;Browning .50 cal machine gun

weapon number. Listed in consecutive order, beginning with "0." Use as many of these entries as required to define each weapon of this type on your aircraft. The trailing remark is for your benefit. It simply identifies the weapon you're working with.


weapon type. An index value specifying the weapon type.
   0 = Machine Gun
   1 = Cannon
   2 = Rocket
   3 = Bomb
   4 = [unknown]
   5 = Torpedo


system ID tag. This tells CFS2 that if this system is shot up, the weapon will no longer function.

CFS2 ignores any system ID tag less than zero.


trigger. There are a number of selectable triggers. The trigger works bitwise, so if you set the trigger to "3," both the primary and secondary trigger will fire/release the weapon.
   1 = Primary Trigger
   2 = Secondary Trigger
   4 = Rocket Trigger
   8 = Bomb Release


firing Interval. [Machine gun and cannon only. All other weapons = 0]

This is the interval between rounds, measured in seconds. It is calculated as follows:

   1 / (Rounds per minute / 60)

Most weapon specifications state firing speed for guns as rounds per minute. The Browning .50 caliber machine gun can fire between 485 and 635 rounds per minute, which yields a firing interval between

   1 / (485/60) = 1 / 8.0833 = 0.124 secs
   1 / (635/60) = 1 / 10.5833 = 0.095 secs


muzzle velocity (meters/second). [Machine gun and cannon only. All other weapons = 0]


time alive (seconds). [Machine gun and cannon only. All other weapons = 0]

The time CFS2 keeps track of a bullet. In this example, CFS2 will "forget" about each bullet after 2 seconds.

Setting "time alive" not only limits the number of bullets CFS2 must track, but it imposes a limit on the gun's range. CFS2 does not account for air resistance when it calculates bullet trajectories, so bullets retain their speed (muzzle velocity) and hitting strength for as long as they fly! If CFS2 did not ignore them after a time, they would fly until they hit the ground.

For better realism, bullets should be stopped, deflected, or slowed down, but that doesn't happen. Instead, bullets can pass through several boxes and damage several systems ... even hit more than one plane. With a muzzle velocity of 883 m/s, the .50 caliber machine gun has an effective range of over 1700 meters in CFS2.


flash duration (seconds). [Machine gun and cannon only. All other weapons = 0]

The duration of the gunflash display. If this value is equal to or greater than the firing interval, the gunflash will appear as a continuous flame.


attacking range meters). [Machine gun and cannon only. All other weapons = 0]

This is not the trajectory range of a bullet as mentioned above for "time alive," but the maximum distance at which an attacking aircraft will open fire with this gun. Stated another way, so long as your aircraft is more than 500 meters from an enemy plane you are safe.


sound. [Machine gun and cannon only. All other weapons = 0]

An index that sets the sound track for the report of this weapon.
   0 = .303 cal
   1 = 7.7 mm
   2 = .50 cal
   3 = 13 mm
   4 = 20 mm
   5 = 30 mm
   6 = 40 mm


tracer percentage. [Machine gun and cannon only. All other weapons = 0]

The percentage of bullets fired from this weapon that will be displayed as tracers, e.g. 40%. Try to keep this value low. The higher the tracer percentage, the more you degrade your computer's performance.


damage dice. This parameter determines the "hitting power" of each bullet fired from this weapon. The bullet's damage potential is measured by how many points will be subtracted from an aircraft's system strength each time it is hit by a bullet. The more points subtracted, the more powerful the projectile.

The damage dice is comprised of two parts: a random factor generator and an initial damage level. From the above entry, "14" is the number of points subtracted from an aircraft's system strength when hit by this bullet (when weapon strength is set to medium), and "4d4" is the random factor generator.

The "4d4" can be interpreted to mean that the initial damage level is multiplied by 4 random numbers between 1 and 4. A random factor generator of "1d6" would multiply the initial damage level by 1 random number between 1 and 6. A random factor generator of "1d1" would generate no random factor (it will always be "1") and simply uses the initial damage value.

The damage dice can be any number, so it's conceivable you could take out practically anything with a single shot by creating a weapon with a damage dice parameter set to 1d1*100000.


X , Y, Z coordinates (meters). [Machine gun and cannon only. All other weapons = 0,0,0]

Defines the position of the gun muzzle for this weapon measured in meters from the aircraft's origin (0,0,0).


pitch, bank, yaw (degrees). [Machine gun and cannon only. All other weapons = 0,0,0]

Angular rotation of the gun barrel centerline relative to the aircraft axis system. Pitch is measured about the X axis. Bank is measured about the Z axis. Yaw is measured about the Y axis.

These are the three values set when boresighting a weapon to a target.


left angle, right angle, up angle, down angle (degrees). [Machine gun and cannon only. All other weapons = 0,0,0,0]

The angular freedom of movement of the weapon. Used with turret mounted guns.


weight. The unit weight of this weapon in ounces before it is fired or released. This value is used by CFS2 to calculate the weight of ordnance added to the aircraft, applied at the position of the gunstation. With each round of ammunition fired, or each bomb dropped, the aircraft becomes lighter.

That concludes setting the specifications for your weapons. All that remains is to set the loadout values for arming your weapons.


The [GUNS.n] entries are used to define your weapon loads.

In its most general form, a [GUNS.n] entry will look like this ...

   gun.number=max ordnance load,X offset (feet),Y offset (feet),Z offset (feet),pitch (deg),heading (deg),tracer,default ordnance load

Here's a sample [GUNS.n] entry ...

gun.1=475,0.161,0.876,0,0,0,1,475 etc. ....

The parameters (separated by commas) are ...

[GUNS.0] ;Browning .50 cal machine gun

group number Identifies this weapon as belonging to gunstation.0. The trailing remark is for your benefit. It simply identifies the weapon you're working with.


weapon number. Listed in consecutive order, beginning with "0." Use as many of these entries as required to define each weapon of this type on your aircraft.


max ordnance load. The maximum rounds of ammunition you can load for this gun, or the maximum number of weapons (bombs, rockets, etc.) of this type you can load on the aircraft.


X offset, Y offset, Z offset (meters). [Machine gun and cannon only. All other weapons = 0,0,0]

These values are added to the X, Y, Z coordinates for the gun muzzle position to establish the point where the gunflash will appear. Bullet trajectories start from this point.


pitch, heading (degrees). [Machine gun and cannon only. All other weapons = 0,0,0]

Values added to the pitch and heading angles for the gun barrel centerline.


tracer. [Machine gun and cannon only. All other weapons = 0,0,0]

Flag used to indicate if tracer rounds are being fired from this gun. 0 = no tracers; 1 = tracers.


default ordnance load. The ordnance load for this weapon type if nothing else is defined. This is also the ordnance load you get if you do not adjust the load specify or specify a maximum load.

That takes care of the guns. Next ... bombs, rockets, torpedoes and drop tanks.

[EFFECTS] The Damage Profile Aircraft Ordnance