After [F|H]Spit asked for some help with adding airplane convergance to be map specific in the tmp.con file I went on through and figured out how to, for all you fan mappers out there. Open your map's tmp.con file and add the following example:
ObjectTemplate.create GenericFireArm hurricanemkiid_Cannons1
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\bomb.tga
ObjectTemplate.weaponHud.guiIndex -1
ObjectTemplate.weaponHud.altGuiIndex 1006
rem ---EndComp ---
rem ---BeginComp:MultiFireComp ---
ObjectTemplate.createComponent MultiFireComp
ObjectTemplate.fire.roundsPerMinute 900
ObjectTemplate.fire.batchSize 2
rem Notice name change from barrel01 and 02 to 03 and 04
ObjectTemplate.fire.addBarrelName hurricanemkiid_Cannons_barrel03
ObjectTemplate.fire.addBarrelName hurricanemkiid_Cannons_barrel04
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 15
ObjectTemplate.ammo.magSize 2
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:WeaponBasedRecoilComp ---
ObjectTemplate.createComponent WeaponBasedRecoilComp
ObjectTemplate.recoil.recoilSize 2
ObjectTemplate.recoil.recoilSpeed 20
ObjectTemplate.recoil.recoilForce 5
ObjectTemplate.recoil.cameraRecoilSpeed 8
ObjectTemplate.recoil.cameraRecoilSize 6
rem ---EndComp ---
rem ---BeginComp:SimpleDeviationComp ---
ObjectTemplate.createComponent SimpleDeviationComp
ObjectTemplate.deviation.minDev 0.15
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.aiTemplate hurricanemkiid_cannons1AI
rem -------------------------------------
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Fire1P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Fire1P_Outdoor
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Fire3P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_BoltClick
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_TriggerClick
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_SwitchFireRate
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Reload1P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Reload3P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Deploy1P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Deploy3P
ObjectTemplate.addTemplate S_hurricanemkiid_Cannons1_Zoom
rem Notice name change from barrel01 and 02 to 03 and 04 here also. Notice the setRotation which causes the convergence
ObjectTemplate.addTemplate hurricanemkiid_Cannons_barrel03
ObjectTemplate.setPosition -1.79456/-0.805058/2.17684
ObjectTemplate.setRotation 0.823/0/0
ObjectTemplate.addTemplate hurricanemkiid_Cannons_barrel04
ObjectTemplate.setPosition 1.79456/-0.805058/2.17684
ObjectTemplate.setRotation -0.823/0/0
rem -------------------------------------
ObjectTemplate.projectileTemplate 2Pdr-AP-Projectile
ObjectTemplate.keepProjectiles 5
ObjectTemplate.velocity 615
ObjectTemplate.isSelectable 0
ObjectTemplate.heatAddWhenFire 0.005
ObjectTemplate.coolDownPerSec 0.3
ObjectTemplate.overheatPenalty 1.25
rem Notice name change from barrel01 to 03 here also
ObjectTemplate.create Bundle hurricanemkiid_Cannons_barrel03
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate e_muzz_tank
ObjectTemplate.addTemplate e_shellejection_tunguska
ObjectTemplate.setPosition 0/0/-1
rem -------------------------------------
rem Notice name change from barrel02 to 04 here also
ObjectTemplate.create Bundle hurricanemkiid_Cannons_barrel04
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate e_muzz_tank
ObjectTemplate.addTemplate e_shellejection_tunguska
ObjectTemplate.setPosition 0/0/-1
rem -------------------------------------
ObjectTemplate.create GenericFireArm hurricanemkiid_WingMG
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
rem ---BeginComp:WeaponHud ---
ObjectTemplate.createComponent WeaponHud
ObjectTemplate.weaponHud.weaponIcon Ingame\Weapons\Icons\Hud\bomb.tga
ObjectTemplate.weaponHud.guiIndex -1
ObjectTemplate.weaponHud.altGuiIndex 1006
ObjectTemplate.weaponHud.switchGuiOnCamera 1
rem ---EndComp ---
rem ---BeginComp:MultiFireComp ---
ObjectTemplate.createComponent MultiFireComp
ObjectTemplate.fire.roundsPerMinute 1800
ObjectTemplate.fire.fireInput PIAltFire
rem notice name change from _barrel TO _barrel2
ObjectTemplate.fire.addBarrelName hurricanemkiid_WingMG_barrel2
rem ---EndComp ---
rem ---BeginComp:DefaultAmmoComp ---
ObjectTemplate.createComponent DefaultAmmoComp
ObjectTemplate.ammo.nrOfMags 1
ObjectTemplate.ammo.magSize 1200
ObjectTemplate.ammo.reloadTime 5
ObjectTemplate.ammo.autoReload 1
ObjectTemplate.ammo.reloadWithoutPlayer 1
rem ---EndComp ---
rem ---BeginComp:WeaponBasedRecoilComp ---
ObjectTemplate.createComponent WeaponBasedRecoilComp
ObjectTemplate.recoil.cameraRecoilSpeed 8
ObjectTemplate.recoil.cameraRecoilSize 0.5
rem ---EndComp ---
rem ---BeginComp:SimpleDeviationComp ---
ObjectTemplate.createComponent SimpleDeviationComp
ObjectTemplate.deviation.minDev 0.15
rem ---EndComp ---
rem ---BeginComp:DefaultSoundComp ---
ObjectTemplate.createComponent DefaultSoundComp
rem ---EndComp ---
rem ---BeginComp:DefaultAnimationComp ---
ObjectTemplate.createComponent DefaultAnimationComp
rem ---EndComp ---
rem ---BeginComp:ToggleCameraComp ---
ObjectTemplate.createComponent ToggleCameraComp
ObjectTemplate.zoom.changeCameraId 3
ObjectTemplate.zoom.cameraInput PIFlareFire
ObjectTemplate.zoom.zoomInput PIFlareFire
ObjectTemplate.zoom.changeCameraViewMode 1
rem ---EndComp ---
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 1
ObjectTemplate.aiTemplate hurricanemkiid_WingMGAI
rem -------------------------------------
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Fire1P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Fire1P_Outdoor
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Fire3P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_BoltClick
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_TriggerClick
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_SwitchFireRate
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Reload1P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Reload3P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Deploy1P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Deploy3P
ObjectTemplate.addTemplate S_hurricanemkiid_WingMG_Zoom
rem notice name change from _barrel TO _barrel2 here also. Notice the setRotation which causes the convergence
ObjectTemplate.addTemplate hurricanemkiid_WingMG_barrel2
ObjectTemplate.setPosition 2.47301/-0.445384/1.11821
ObjectTemplate.setRotation -1.133/0/0
ObjectTemplate.addTemplate hurricanemkiid_WingMG_barrel2
ObjectTemplate.setPosition -2.47301/-0.445384/1.11821
ObjectTemplate.setRotation 1.133/0/0
rem -------------------------------------
ObjectTemplate.projectileTemplate 7,92x57mmProjectileAir
ObjectTemplate.keepProjectiles 5
ObjectTemplate.velocity 823
ObjectTemplate.heatAddWhenFire 0.001
ObjectTemplate.coolDownPerSec 0.4
ObjectTemplate.overheatPenalty 5
rem notice name change from _barrel TO _barrel2 here also
ObjectTemplate.create Bundle hurricanemkiid_WingMG_barrel2
ObjectTemplate.modifiedByUser "jbp"
ObjectTemplate.createdInEditor 1
ObjectTemplate.floaterMod 0
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate e_muzz_coax
rem -------------------------------------
If I wasn't such a lazy bastard I'd do it for the other planes aswell, but I'm sure someone will figure it out and make that aswell
For the calculations in the rotations, look no further then this topic in the old forums:
http://forums.filefront.com/fh2-suggestions/392332-airoplane-gun-convergence-2.html#post4803020