+SayethWhaaaa Posted March 29, 2007 Posted March 29, 2007 Can someome tell me why my B-47 CTDs when I try to open the bombay doors when carrying GBU-12/16/22s? I've got the GBU-24s working fine, its just the others. I don't think it would be due to the number that can be loaded into the bay. (32 for the GBU12-16, 16(18?) for the GBU-24). I've added a laser designator just in case and changed the pylon limits to carry something as large as a harpoon (I just wanted to be sure) but it doesn't want to work. Any suggesstions? Quote
eraser_tr Posted March 29, 2007 Posted March 29, 2007 They actually have service dates that overlap? Quote
+SayethWhaaaa Posted March 29, 2007 Author Posted March 29, 2007 They actually have service dates that overlap? That's not it, the GBU-24 wouldn't work otherwise. This is just a mod I'm making. I've changed the in-service dates (prolly the first thing I did), colour scheme, weapons loadout (by adding types). I'm thinking it might be the ammount of space LGBs take up compared to iron bombs... Quote
Guest capun Posted March 29, 2007 Posted March 29, 2007 Post the changes or send me the new files, most likely a typo in one of the modified files. It may be the case of looking for a LOD file or mesh name that has been mispelled. Quote
+SayethWhaaaa Posted March 29, 2007 Author Posted March 29, 2007 Post the changes or send me the new files, most likely a typo in one of the modified files. It may be the case of looking for a LOD file or mesh name that has been mispelled. Cheers, although I've sorted part of the problem. I lowered the number of rounds from 36 to 18, it worked nicely so I upped the number to 24, then I lost the GBU-22s. I might just drop it back to 18 and play it by ear. I think it might be an issue with space in the bombay: This is 24 GBU-16s They drop through the front of the bombay although it's not the best shot This is 18 GBU-24s (this is why I think it could be a space issue And this is before/after with GBU-24s within. Here's the entry for the Weapons bay which is all I've edited really: [bombBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=22000 AllowedWeaponClass=BOMB,NUC,LGB,EGOB,ASM (Although I still can't get the ASM to work)* AttachmentType=USAF,AUSTRALIA* NumWeapons=18* AttachmentPosition001=0.6138,1.7091,0.6428 AttachmentPosition002=0.3693,1.7091,0.6495 AttachmentPosition003=-0.1358,1.7091,0.6495 AttachmentPosition004=0.1244,1.7091,0.6495 AttachmentPosition005=-0.3898,1.7091,0.6494 AttachmentPosition006=-0.6343,1.7091,0.6494 AttachmentPosition007=0.6199,1.7091,0.1357 AttachmentPosition008=0.3687,1.7091,0.1391 AttachmentPosition009=0.1256,1.7091,0.1325 AttachmentPosition010=-0.1356,1.7091,0.1359 AttachmentPosition011=-0.3877,1.7091,0.1359 AttachmentPosition012=-0.6323,1.7091,0.1426 AttachmentPosition013=0.2194,1.7091,-0.9073 AttachmentPosition014=-0.1962,1.7091,-0.9073 AttachmentPosition015=-0.5925,1.7091,-0.9073 AttachmentPosition016=1.1360,1.7091,-0.9073 AttachmentPosition017=0.6199,1.7091,-0.3933 AttachmentPosition018=0.3687,1.7091,-0.3899 AttachmentPosition018=0.1256,1.7091,-0.3965 AttachmentPosition020=-0.1356,1.7091,-0.3931 AttachmentPosition021=-0.3877,1.7091,-0.3931 AttachmentPosition022=-0.6323,1.7091,-0.3864 AttachmentPosition023=0.6199,1.7091,-0.9150 AttachmentPosition024=0.3687,1.7091,-0.9117 AttachmentPosition025=0.1256,1.7091,-0.9183 AttachmentPosition026=-0.1356,1.7091,-0.9149 AttachmentPosition027=-0.3877,1.7091,-0.9149 AttachmentPosition028=-0.6323,1.7091,-0.9082 DiameterLimit=1.20 <<-----------------------------------This* LengthLimit=5.5 <<-----------------------------------and this are large entries just to see what would fit.* BombBayAnimationID=5 BombBayOpenTime=1.8* BombBayCloseTime=1.8* MinExtentPosition= MaxExtentPosition= [LASERDESIGNATOR] <<--------------------------This should be irrelevant since the LGBs show up with this LD or not SystemType=LASER_DESIGNATOR CameraFOV=2.500000 CameraPosition=0.000000,0.125000,0.000000 CameraYaw=0.000000 CameraPitch=0.000000 CameraRoll=0.000000 PaveTackNarrow.tga EODisplayFlags=268501249 SeekerRange=27.000000 SeekerGimbleLimit=120.000000 SearchTexture=PaveTackNarrow.tga SightTexture=avq23sight1.tga *denotes only the entries I've edited. One last thing, what relevence does the avionics.ini/[DetectSystem] have with regards to weapons. Would I have to edit these in order to use ASM? I don't believe I've had to when modding aircraft before. I have a custom cruise missile based on the AGM-86 that is covered by the ASM designation that works fine on my fast movers, just not the bombers... Quote
Guest capun Posted March 29, 2007 Posted March 29, 2007 Cheers, although I've sorted part of the problem. I lowered the number of rounds from 36 to 18, it worked nicely so I upped the number to 24, then I lost the GBU-22s. I might just drop it back to 18 and play it by ear. I think it might be an issue with space in the bombay: And this is before/after with GBU-24s within. Here's the entry for the Weapons bay which is all I've edited really: [bombBay] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=INTERNAL AttachmentPosition=0.0,0.0,0.0 AttachmentAngles=0.0,0.0,0.0 LoadLimit=22000 AllowedWeaponClass=BOMB,NUC,LGB,EGOB,ASM (Although I still can't get the ASM to work)* AttachmentType=USAF,AUSTRALIA* NumWeapons=18* AttachmentPosition001=0.6138,1.7091,0.6428 AttachmentPosition002=0.3693,1.7091,0.6495 AttachmentPosition003=-0.1358,1.7091,0.6495 AttachmentPosition004=0.1244,1.7091,0.6495 AttachmentPosition005=-0.3898,1.7091,0.6494 AttachmentPosition006=-0.6343,1.7091,0.6494 AttachmentPosition007=0.6199,1.7091,0.1357 AttachmentPosition008=0.3687,1.7091,0.1391 AttachmentPosition009=0.1256,1.7091,0.1325 AttachmentPosition010=-0.1356,1.7091,0.1359 AttachmentPosition011=-0.3877,1.7091,0.1359 AttachmentPosition012=-0.6323,1.7091,0.1426 AttachmentPosition013=0.2194,1.7091,-0.9073 AttachmentPosition014=-0.1962,1.7091,-0.9073 AttachmentPosition015=-0.5925,1.7091,-0.9073 AttachmentPosition016=1.1360,1.7091,-0.9073 AttachmentPosition017=0.6199,1.7091,-0.3933 AttachmentPosition018=0.3687,1.7091,-0.3899 AttachmentPosition018=0.1256,1.7091,-0.3965 AttachmentPosition020=-0.1356,1.7091,-0.3931 AttachmentPosition021=-0.3877,1.7091,-0.3931 AttachmentPosition022=-0.6323,1.7091,-0.3864 AttachmentPosition023=0.6199,1.7091,-0.9150 AttachmentPosition024=0.3687,1.7091,-0.9117 AttachmentPosition025=0.1256,1.7091,-0.9183 AttachmentPosition026=-0.1356,1.7091,-0.9149 AttachmentPosition027=-0.3877,1.7091,-0.9149 AttachmentPosition028=-0.6323,1.7091,-0.9082 DiameterLimit=1.20 <<-----------------------------------This* LengthLimit=5.5 <<-----------------------------------and this are large entries just to see what would fit.* BombBayAnimationID=5 BombBayOpenTime=1.8* BombBayCloseTime=1.8* MinExtentPosition= MaxExtentPosition= [LASERDESIGNATOR] <<--------------------------This should be irrelevant since the LGBs show up with this LD or not SystemType=LASER_DESIGNATOR CameraFOV=2.500000 CameraPosition=0.000000,0.125000,0.000000 CameraYaw=0.000000 CameraPitch=0.000000 CameraRoll=0.000000 PaveTackNarrow.tga EODisplayFlags=268501249 SeekerRange=27.000000 SeekerGimbleLimit=120.000000 SearchTexture=PaveTackNarrow.tga SightTexture=avq23sight1.tga *denotes only the entries I've edited. One last thing, what relevence does the avionics.ini/[DetectSystem] have with regards to weapons. Would I have to edit these in order to use ASM? I don't believe I've had to when modding aircraft before. I have a custom cruise missile based on the AGM-86 that is covered by the ASM designation that works fine on my fast movers, just not the bombers... Typo here it is EOGB and I don't remember about if ASM is a true variable. Check Charles notes AllowedWeaponClass=BOMB,NUC,LGB,EGOB,ASM (Although I still can't get the ASM to work)* Be sure that this two TGA's are in the search path SearchTexture=PaveTackNarrow.tga SightTexture=avq23sight1.tga As far as the detect/avionics, I think you have to have a radar unit for radar weapons and a TV/FLIR/Laser designator for EO/LG weapons Quote
+SayethWhaaaa Posted March 29, 2007 Author Posted March 29, 2007 Be sure that this two TGA's are in the search path SearchTexture=PaveTackNarrow.tga SightTexture=avq23sight1.tga As far as the detect/avionics, I think you have to have a radar unit for radar weapons and a TV/FLIR/Laser designator for EO/LG weapons Holy crap! I wasn't expecting to have this kind of stand off capability tonight! 18... Bloody Hell... I could prolly squeeze another 6 in there but I don't think I'll need them... or will I? Alrighty, as for search texture/sight texture, the search entry should be fine. I missed the EGOB entry, cheers. I tend to put in as a force of habit but I'm not really looking to have electro optical capability for this bomber. The Harpoon knockoffs I'm showing here have their guidance set to "Command Guided Radio" so they were working fine after I added "CGR" like so: AllowedWeaponClass=BOMB,NUC,LGB,ASM,CGR Now that I think of it, I think you're right about the ASM being invalid. I think I just picked that up from a weapon designations guide from a while ago, it might have been Armor Dave's, I'm not sure. Again, just something I usually add out of habit. I think the problem in the end was just the size allocated for the bombay. I didn't realise the smaller LGBs would take up that much more space. I think the optimal setting will be a bombload of 18. That way I'll still be able to load GBU-12&16s +GBU-22 & 24s. If I allow for a higher payload I'll lose the 22s. The only downside for this means that I'll only be able to load 18 Harpoons... Just so you know, this was just me seeing what a modernised B-47 might look like. I very much like using this model more than the B-52 that's already available and I just wanted to see how I could pimp it out... Quote
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