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Starfighter

Troubles with the Kormoran

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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.

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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....

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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.

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:dntknw:

 

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.

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I had the same problem; I guess the Kormoran is a CGR, so this type should be added in the aircraft.ini file

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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

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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 ...

 

mf_kormoran.jpg

 

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

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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!

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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 :rofl:

 

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

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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

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