Starfighter Posted July 7, 2007 Posted July 7, 2007 I'm stuck, again. Via the quick mission generator, I'm trying to make a quick Marineflieger anti-ship mission, using the stock F-104G and the Kormoran ASM. The AI aircraft load them just fine, but the squadron supply of them reads '0', so I can't load any. Short of using a mission creator, is there any way I can force the mission generator to provide some Kormorans in the squadron magazine? Thanks. Quote
+Soulfreak Posted July 7, 2007 Posted July 7, 2007 I'm stuck, again. Via the quick mission generator, I'm trying to make a quick Marineflieger anti-ship mission, using the stock F-104G and the Kormoran ASM. The AI aircraft load them just fine, but the squadron supply of them reads '0', so I can't load any. Short of using a mission creator, is there any way I can force the mission generator to provide some Kormorans in the squadron magazine? Thanks. check the weight of the kormoran and than check the max. load limit for the underwing pylons. and check the availibetie of the comoran is rare, and it must set to germany in the weaponseditor. check also the f-104g data ini, if germany is set as attachment for the weapons.... Quote
+whiteknight06604 Posted July 7, 2007 Posted July 7, 2007 Try changing the base quantity to a higher number in the weapons editor and/or change the availability to common or very_common.that might help. Quote
Starfighter Posted July 7, 2007 Author Posted July 7, 2007 I'm working with the 3W F-104G, and I'm using Wrench's data. All I want is a simple Marineflieger Kormoran mission; how bloody hard can it be? [LeftWingStation]SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-1.883,0.400,-0.665 AttachmentAngles=0.0,-3.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=500 AllowedWeaponClass=BOMB,RP,CGR,ASM,IFP,FT AttachmentType=USAF,W_Germany ModelNodeName=pylon_left_inner PylonMass=72.58 PylonDragArea=0.02 FuelTankName=Tank_195F104G [RightWingStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.883,0.400,-0.665 AttachmentAngles=0.0,-3.0,0.0 EjectVelocity=0.0,0.0,-2.0 LoadLimit=500 AllowedWeaponClass=BOMB,RP,CGR,ASM,IFP,FT AttachmentType=USAF,W_Germany ModelNodeName=pylon_right_inner PylonMass=72.58 PylonDragArea=0.02 FuelTankName=Tank_195F104G He plainly says, "As usual, even though the aircraft is 'nationed' as West Germany, it still gets USAF missiles and such EXCEPT for the inboard station, with have the 'W_Germany' attachment for MarineFliger units that carried the Kormmoran AS missile." The Kormoran data, stolen from weapondata.ini, is as follows: [WeaponData287]TypeName=Kormoran FullName=AS 34 Kormoran Guided Missile ModelName=Kormoran Mass=655.500000 Diameter=0.340000 Length=4.400000 AttachmentType=ITALY,FRANCE,W_GERMANY NationName=FRANCE StartYear=1968 EndYear=2020 Availability=3 BaseQuantity=24 Exported=TRUE ExportStartYear=1968 ExportEndYear=2020 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=0.000000 WarheadType=0 Explosives=160.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=7 Accuracy=90 MaxTurnRate=3.000000 MaxLaunchG=2.500000 LockonChance=90 LaunchReliability=85 ArmingTime=5.200000 SeekerFOV=25.000000 SeekerGimbleLimit=25.000000 SeekerTrackRate=11.000000 SeekerRange=12000.000000 MinLaunchRange=2000.000000 MaxLaunchRange=8000.000000 Duration=400.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x10000001 BoosterStart=0.500000 BoosterDuration=5.200000 BoosterAccel=6.160000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-2.280000,0.000000 SustainerDuration=20.200001 SustainerAccel=8.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-2.280000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 I first changed the availability to "very common" for both national and export, and I put something like 100 in base quantity. No dice---still none available, despite me setting the year to be ~1975. I then said to myself, "Well, the Kormoran's weight is 656; the relevant pylon says 500 is the limit. Let's change that and see what happens." I changed the weight limit of the pylon to 700, saved the ini, loaded the game, and could load Harpoons there, but not Kormorans; to add insult to injury, the Kormoran didn't even bother to show up in the base inventory page. At this point, all data have been reverted back to where they were before I started fiddling. I'm officially stumped. Quote
+whiteknight06604 Posted July 7, 2007 Posted July 7, 2007 "I'm officially stumped" I am too.I wish I could be of more help. Quote
Canadair Posted July 7, 2007 Posted July 7, 2007 I had the same problem; I guess the Kormoran is a CGR, so this type should be added in the aircraft.ini file Quote
Starfighter Posted July 7, 2007 Author Posted July 7, 2007 I presume Wrench's setup is correct and I presume that the weapons pack is correct as well. What can we look at to see if the former is properly communicating with the latter? I suppose that I'll have to be the pathfinder for the rest of the flight, and designate for them, if this doesn't work. :P Quote
+Wrench Posted July 8, 2007 Posted July 8, 2007 Well, I can't get the missile to NOT load -- it's there every time, all the way back to 1968. What I think you're doing is paying attention to the 'Stores Available' screen on the left, and not the the diagram on the right. Are the little circles blacked out, even it if says "Empty"??? That means the missile is loaded. From what I remember, the stores available section is only for campaigns, not single missions. Have you actually flown a anti-ship mission, and looked at the outside view??? You should see this ... Like I say, it loads for me everytime, all the way back to the start date. I did, however, find a few other things wrong ... the missile is listed as "FRANCE" for the nationname. It should most definately be "WGERMANY". That needs changing. Also, the M117 750# bomb need the 'West Germany' box checked. Since it is a German aircraft, you can even go so far as to change ALL the "AttachmentType=" notations to "W_GERMANY". It dosen't affect anything, and will still allow the B winder to load. You can even 'upgrade' the winder the F models; see the adjusted loadout ini below: [AirToAir]Loadout[01].WeaponType=AIM-9F Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9F Loadout[02].Quantity=1 Loadout[06].WeaponType=AIM-9F Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9F Loadout[07].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=AIM-9F Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9F Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank_195F104G Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank_195F104G Loadout[04].Quantity=1 Loadout[06].WeaponType=AIM-9F Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9F Loadout[07].Quantity=1 [Attack] Loadout[01].WeaponType=Tank_170F104G Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank_170F104G Loadout[02].Quantity=1 Loadout[03].WeaponType=LAU-3A Loadout[03].Quantity=1 Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[06].WeaponType=AIM-9F Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9F Loadout[07].Quantity=1 Loadout[01].WeaponType=Tank_170F104G Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank_170F104G Loadout[02].Quantity=1 Loadout[03].WeaponType=M117 Loadout[03].Quantity=1 Loadout[04].WeaponType=M117 Loadout[04].Quantity=1 Loadout[06].WeaponType=AIM-9F Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9F Loadout[07].Quantity=1 [sEAD] Loadout[01].WeaponType=Tank_170F104G Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank_170F104G Loadout[02].Quantity=1 Loadout[03].WeaponType=LAU-3A Loadout[03].Quantity=1 Loadout[04].WeaponType=LAU-3A Loadout[04].Quantity=1 Loadout[06].WeaponType=AIM-9F Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9F Loadout[07].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=Tank_170F104G Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank_170F104G Loadout[02].Quantity=1 Loadout[03].WeaponType=Kormoran Loadout[03].Quantity=1 Loadout[04].WeaponType=Kormoran Loadout[04].Quantity=1 Loadout[06].WeaponType=AIM-9F Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-9F Loadout[07].Quantity=1 [Recon] Loadout[01].WeaponType=AIM-9F Loadout[01].Quantity=1 Loadout[02].WeaponType=AIM-9F Loadout[02].Quantity=1 Loadout[03].WeaponType=Tank_195F104G Loadout[03].Quantity=1 Loadout[04].WeaponType=Tank_195F104G Loadout[04].Quantity=1 Loadout[05].WeaponType=RECONPOD Loadout[05].Quantity=1 If you go eariler than the availibility of the F, it just reverts back to B's. Of couse, we still don't have a recon pod.... There dosen't seem to be a 'real' problem here ... just looking at the wrong thing. Wrench Kevin Stein Quote
Starfighter Posted July 8, 2007 Author Posted July 8, 2007 I just tried that, and voila! They were there, but the pylons read 'EMPTY' and I couldn't select the AS.34 from the pull-down menu. That has me rather confused, to say the least. Do you have any idea what's causing that? Now all I need to do is find out if someone's done Marineflieger-style drop tanks with those Day-Glo bands. Thanks very much for your help! Quote
+Wrench Posted July 8, 2007 Posted July 8, 2007 No idea why they read empty, when they've obviously got something loaded. I wouldn't worry about it, as long as the little circle is black, you got yourself some ship-killers. This happens on several other aircraft (which ones escape now), but I remember making note of it in the Loadout Thread. Probably on some Commie POS MiG I actually have those drop tanks sitting here ... they're Carlo's (Soulfreak), and I just haven't had a chance to get back to them and create/edit the lods for the matching bmps. Once I get my head and a$$ wired together, I can try and get those done for him, and he can release the to make everybody happy. Wrench Kevin Stein Quote
Starfighter Posted July 8, 2007 Author Posted July 8, 2007 OK, hakuna matata, and all that. I'm glad you, and everyone else, took the time to help me with this. They're actually kind of fun to use, but I do believe I need a bit of training with acquiring targets for them. Visual acquisition ain't what you're supposed to do, I don't think. :o Quote
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