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Kadaicha Man

Why do my nukes fizzle?

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I've been trying out the various nuclear weapons but they just do nothing. They are pipsqueaks! No big explosions, no flashes of light, nothing.

 

I've installed the nukebeta pack as per its instructions but it doesn't seem to work. :(

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Are you getting any destruction in nearby objects? If so the bomb is working but the grafix are not.

 

If you are not getting destruction as well as no grafix, have you loaded the weapon into WeaponEditor and saved? Saving adds the weapon to the encrypted weapon data file that the sim uses.

 

* possible * One thing I may have noticed is NukeExplosionEffect may not work if another file with a name having an earlier alphabetical first letter or number is "in front" of the needed effect file. I mean....if you have two effects files, only the first one is searched by the sim at startup (NOT SURE ABOUT THIS). Try renaming the file to 0_NukeExplosionEffect and it should be at the top of the folder list of files. If you have another file that also calls effects, it will be ignored but the Nuke effect file will work. We may have to combine the text of the files into one. I am not sure of this, and have not asked anybody about it yet, so do not trust me on this.

 

Otherwise, there are a few ways to trip up. MissileObject file is one that can be overlooked, another is mission date (instructions say 1960+). I am not using the "latest" super weapon pack, but the most recent one before that. The prospect of splitting them up and merging some of them scares me hehe.

 

quote from readme file...

 

--------------------------------------------------------------------------------------------

INSTALLATION:

 

1) I highly recommend that you download and install the latest SFP1/WoV weapons pack (dated 11/19/04 at the time of this release), available at www.biohazcentral.com. This Beta is designed to work in conjunction with that weapons pack, and besides, it'll also give you three nuclear weapons to play with, instead of one : )

 

2) Before you install the Nuke Beta, you may want to play it safe make back up copies of the following files, if you have them: Soundlist.ini, Missileobject.ini, and Weapondata.ini.

 

2) After you've installed the weapons pack, copy and paste (or drop n' drag,etc.) the folders included in this beta into your Strike Fighters or WoV directory, maintaining the same directory structure, and overwriting the existing folders and files.

 

3) That's it! Nukes should now be available for loadout, from 1960, onwards.

--------------------------------------------------------------------------------------------

 

What I did was just copy the needed text into my files rather than replacing the files. But to do that, make sure the weapon is correctly numbered, and make sure you save the new weapon in Weapon Editor.

Edited by Lexx_Luthor

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Some of the math is wrong on a number of the nuclear weapons. First off try and download the latest and greatest Weapons pack which can be found here at this link:http://bunyap2w1.com/WeaponsPack/WeaponsPack_01Jan06.rar. From there you should take a look at the nuclear weapons with the Weapons Editior. A few of the nuclear weapons lost the attachment to the effects and you need to reattach them. Second of all on a number of them the math has been done wrong to get the big explosion. I have found that I need to play around with the decimal placement or the exponential number to get the explosion up to the possible yields that these had. Little things such as this slip through the crew that are doing the weapons mods so give them a minor break. Just remember if you find a problem email them or post a note here or at C5's forum's if you belong to either and comment on the bug you have found.

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Do you mean the issue of nukes destroying groundobjects (eg trucks, airfield paraphanalia) but not destroying buildings? I noticed this but can't find a way of getting nukes to destroy buildings. I drop then on a target, all the trucks and AAA in the vicinity are vapourised and the buildings are unscathed.

 

I've tried adjusting the yield (Warhead weight) in the weapon editor but to no avail.

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Do you mean the issue of nukes destroying groundobjects (eg trucks, airfield paraphanalia) but not destroying buildings? I noticed this but can't find a way of getting nukes to destroy buildings. I drop then on a target, all the trucks and AAA in the vicinity are vapourised and the buildings are unscathed.

 

I've tried adjusting the yield (Warhead weight) in the weapon editor but to no avail.

 

That's because the structures themselves have no damage modeling. There is no destroyed, damaged, or secondary effects associated with them. They have no structural limits, in other words, no "armor" type defined (wood, steel, aluminum, etc) in their data files.

 

That's why you can adjust the explosive force to 100 megatons, and still not "flatten" an airfield or a city. It can be fixed, however. I'd love to see "burning" trees, as well.... :smile:

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I have beeen reading through a lot of object .ini files to try to work this out...

 

No objects including destroyable (eg vehicle) ground objects have any entry in the damagedmodel= section of their ini. Ground objects such as tanks have individual armour and damage ratings for their different components (eg hull, turret). Fubar, you say it can be done. Do you know how, or at least where to start? I've looked through the object and terrain .cat files looking for clues, but can't seem to find any.

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I have been reading through a lot of object .ini files to try to work this out...

 

No objects including destroyable (eg vehicle) ground objects have any entry in the damagedmodel= section of their ini. Ground objects such as tanks have individual armour and damage ratings for their different components (eg hull, turret). Fubar, you say it can be done. Do you know how, or at least where to start? I've looked through the object and terrain .cat files looking for clues, but can't seem to find any.

 

Using SF as an example, extract the file "Desert_Types.INI" from the Terrain/Desert/Desert.CAT. Open it in Windows Notepad, and you'll see this (the first entry):

 

[TargetType001]

Name=barrack1

FullName=Barrack

ModelName=barrack1.lod

TargetType=MISC

ActiveYear=0

TargetValue=20

UseGroundObject=FALSE

DamagePoint=10.0

ArmorValue=0.0

ArmorType=0

RepairRate=0.150

StartDetectChance=0

StartIdentifiedChance=0

IncreaseDetectChanceKey=0

MaxVisibleDist=8000.0

DamagedModel=

DestroyedEffect=MediumShortStructureCollapse

DestroyedModel=barrack1_destroyed

SecondaryChance=25

SecondaryEffect=SmallExplosionEffect

 

Compare it to the following entry, and note the differences:

 

[TargetType046]

Name=CityBuilding4

FullName=City Building

ModelName=citybldg4.lod

TargetType=CITY_BUILDING

ActiveYear=0

TargetValue=0

UseGroundObject=FALSE

DamagePoint=100.0

ArmorValue=300000.0

ArmorType=1

RepairRate=0.150

StartDetectChance=20

StartIdentifiedChance=0

IncreaseDetectChanceKey=0

MaxVisibleDist=12000.0

DamagedModel=

DestroyedEffect=LargeTallStructureCollapse

DestroyedModel=

SecondaryEffect=MediumExplosionEffect

SecondaryChance=100

 

By reading through the other entries in the Desert_Types, I see a whole slew of opportunities to cause mischeif...Runways, towers, cranes, (etc.). the list is almost endless... :D

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So all we need are destroyed models for the various buildings and then hack the ini files?

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Right.... the 300000 armour value would explain why the city buildings stay standing when I ripple Mk-82s through them.

 

So I could make city buildings destroyable by lowering armour value and type, but would have to use another buildings damage model (a .lod file, I think). So I can blow them up but they will magically morph into the destroyed remains of another building. Maybe a generic looking destroyed building model from one of the destroyable buildings could be use.

 

I'm still confused as I have never seen a nuke destroy anything which has UseGroundObject=FALSE in its' .ini file....

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Right.... the 300000 armour value would explain why the city buildings stay standing when I ripple Mk-82s through them.

 

So I could make city buildings destroyable by lowering armour value and type, but would have to use another buildings damage model (a .lod file, I think). So I can blow them up but they will magically morph into the destroyed remains of another building. Maybe a generic looking destroyed building model from one of the destroyable buildings could be use.

 

I'm still confused as I have never seen a nuke destroy anything which has UseGroundObject=FALSE in its' .ini file....

Probably already said but labeling the nukes as highexplosives, (with the proper nuke effects of course) should do the trick and allow desctruction of things and vehicles, althoguh I never dropped ona town

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I noticed yesterday...took the A-5 and dropped a 70kT within one freakin km of the commbuilding target (so it clearly should blow up)...nothing...had to try again with simple Mk 82 and up it went...500lbs v 70kT...

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I was thinking it was more along the lines of 'cheap North Korean knock-off fissile material'???

 

as to adding destroyed city buildings, yes; you need to edit the types ini. I'd suggest using the 'fueltank1_destroyed' or the 'oiltank1_destroyed' model. It's about the right size for these:

CityBuilding1, 2, 3, 4. Most of the others have destroyed models attached (barracks, building3, shack, etc)

And definately make sure you add a secondary fire effect

 

Now, conversely, the small building scattered over the 'generic' city tiles, are built into the terrain tiles, and I don't think they're destructable. I'll have to experiment with that a little more, as that would be a cool fix for the WW2 Okinawa/Japan map (wooden building + incindary bombs = bad news for the neighborhood).

 

Knowledge of the TE would be a good thing here -- something I don't have

 

Related to the "terobject_buildings1" you see listed the terrain's data ini.

 

Wrench

kevin stein

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Why do my nukes fizzle?

 

You need Viagra? :rofl::haha:

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evildamncommbuilding? Viagra? INI files? North Korea? I'm so confused!

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Are the targets like commbuilding and bridges totally immune to anything that has a fusing distance greater than 0m?

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that is what I am wondering since, as mentioned above, the nuke hit within 1 km on a relatively flat spot of terrain should have easily wiped the evildamncommbuilding out...but no...lot of other stuff blew up but not it...tried it with Mk.82 and a direct hit took it out

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Yeah I mean, by this point I've totally perfected the "over the shoulder" technique with the A-5 and I f***ing nailed the hangar (seriously, like within 50m of it) and no destruction at all.

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Yeah I mean, by this point I've totally perfected the "over the shoulder" technique with the A-5 and I f***ing nailed the hangar (seriously, like within 50m of it) and no destruction at all.

 

Maybe we need bigger nukes?

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10mt yield should do it I think?

 

No, it's probably to do with groundbursts vs airbursts.

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Maybe we need bigger nukes?

 

Speaking of nuclear fun and games, has anyone modeled a SIOP strike (single integrated operations plan - cold war ops plan to nuke Russia back to the stone age) using the B-52G or H or the FB-111. Across the pole, multiple air refueling, low level entry to the former Soviet Union across Scandinavia, kiss a few Soviet airbases and cities with a SRAM and leave a few delayed fuse B61s laying on top of a few silos, motor out of Soviet hospitality zone to recover in Turkey. Since the heavyweight missiles will have already arrived or are in the process of arriving during the flight and the Russkies will probably be turned out with all they have (missiles, guns and planes, oh my), it should make for a lengthy white knuckle mission. Not only that, but survivors will not ever need flashlights (its that inner glow) for the rest of their lives (that's the good news - bad news is that their lives will be really short due to radiation poisioning).

 

I sat on B-52G alert with a similar mission from Loring AFB, ME, during the cold war years (75-79) and could help someone that is a better mission modder than I am.

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Speaking of nuclear fun and games, has anyone modeled a SIOP strike (single integrated operations plan - cold war ops plan to nuke Russia back to the stone age) using the B-52G or H or the FB-111. Across the pole, multiple air refueling, low level entry to the former Soviet Union across Scandinavia, kiss a few Soviet airbases and cities with a SRAM and leave a few delayed fuse B61s laying on top of a few silos, motor out of Soviet hospitality zone to recover in Turkey. Since the heavyweight missiles will have already arrived or are in the process of arriving during the flight and the Russkies will probably be turned out with all they have (missiles, guns and planes, oh my), it should make for a lengthy white knuckle mission. Not only that, but survivors will not ever need flashlights (its that inner glow) for the rest of their lives (that's the good news - bad news is that their lives will be really short due to radiation poisioning).

 

I sat on B-52G alert with a similar mission from Loring AFB, ME, during the cold war years (75-79) and could help someone that is a better mission modder than I am.

 

Actually I think this is a great idea, and if made, a outrunner mod from the Korean War in the early 50's could be made too, if MacArthur has gotten his will and dropped some on China, No Doubt it will had be spread out to Europe too..

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I like your idea Jug.

 

hgbn for your idea in Europe it would be more interesting as the Russians as they also had chemical weapons.

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Besides Jug and I wonder how many people here are or were SIOP certified? I miss SAC.

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SIOP?

 

 

 

USAFMTL, I think every one no matter how old misses the Cold War USAF.

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