keith Posted July 28, 2007 Posted July 28, 2007 Gentlemen I am trying to get torpedos to work on the TBF. I have installed the latest TBF, and the LOADOUT.INI, DATA.INI and WEAPONDATA.INI all look fine. I can select the weapon in the hangar screen, and select it in flight, but I cannot fire it... My wingman, however, has no such problems. I presume I will have the same problems with the Beaufighter TFX. btw, I am using the Mk48 torpedo - not the Mk13 - is this a problem? Any ideas? TIA, Keith Quote
+Wrench Posted July 28, 2007 Posted July 28, 2007 You should be using the Mk.13, as the 48 isn't developed until the 70s (?) (suffice it say, mine also used the 48! ) I haven't addressed any of the WW2 aircraft in the 'Editing Loadouts Thread' in the KB -YET-, but here's the fix: drop this over the line in the BombBay section: AllowedWeaponClass=BOMB,IOGR,LGR,EOGR This covers all bases. Same for the Beau Wrench kevin stein Quote
keith Posted July 28, 2007 Author Posted July 28, 2007 Thanks for the quick reply Kevin! Unfortunately this has made no difference - I can load up the weapon in the hangar and my 6 AI buddies will fire it at my target - but when I press Enter nothing happens - same for the Beau and the Kate... Quote
Guest capun Posted July 28, 2007 Posted July 28, 2007 I just tested it - You need to have the weapon class set to EOGR - You should be able to see the weapon in the loadout screen when you select an anti-ship mission - You need to fly to the target and acquire it (red target box). You cannot do a free fall launch. - Open the bomb bay. It won't launch if closed - Launch the "Missile" Quote
keith Posted July 28, 2007 Author Posted July 28, 2007 Kevin I changed the weaponClass to EOGR,LGR,IOGR,BOMB and set the start and end dates in the WEAPONDATA.INI and all is now good! Now - I'm going to try and slow the torpedo down a bit... Many thanks for your help as always Quote
keith Posted July 29, 2007 Author Posted July 29, 2007 AAAAGGGGGGGGGGGGGGHHHHHHHHHHH! Started up SFG today and - torpedos won't fire!!!!!!!!!!!!! I can fire the LAW-AT rocket from the Bomb Bay but not the torpedos. I guess it's because they are guided. Am I being very dumb and not using the targetting system properly? This is my sequence: 1. Fly around with my mates looking for action 2. Find some cargo ships 3. Get a red square on on of the ships - target info says "Primary target" etc etc 4. Get ship in sights 5. Open bomb bay doors 6. Press "#" and select Mk13 torpedo 7. Press ENTER --------------- nothing! 8. Shoot ship with pop-guns and go home... 9. Jump into the Kate and dothe exact same thing with the Mk92 Torpedo - same result. Sorry to be such a n00b but maybe someday someone else will be as dopey as me and I will be able to help them out. Keith Quote
Guest capun Posted July 29, 2007 Posted July 29, 2007 Have you checked the Customize Keyboard Control and see if ENTER is set as the weapon release? It should be but sometimes they get askew Quote
keith Posted July 29, 2007 Author Posted July 29, 2007 Negative Capun - I can dropbombs, fire rockets etc using ENTER. Just not fire the Torpedos. My wimgmen have no such problem though (and they do NOT open their bomb bay doors..!) I can't think what has changed since last night... Quote
Guest capun Posted July 29, 2007 Posted July 29, 2007 Post the Weapon Entry for the Mk13 Torpedo. My other guess is that the weapon is set as a LGR (Laser Guided Rocket) and it need a Laser Designator. If I remember correct, later on it was set as an EOGR when a new patch made the LGR requirement to have a Laser designator This is my entry from my test set-up, it may not be the same as in the current weapons pack [WeaponData234] TypeName=Mk13 Torpedo FullName=Mk13 Torpedo ModelName=Mk13 Torpedo Mass=1005.000000 Diameter=0.569000 Length=4.089000 AttachmentType=USAF,USN,UK NationName=USN StartYear=1935 EndYear=1950 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=1935 ExportEndYear=1950 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=0.000000 WarheadType=2 Explosives=262.000000 FusingDistance=-0.100000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=5 Accuracy=70 MaxTurnRate=5.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=95 ArmingTime=0.000000 SeekerFOV=90.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=15.000000 SeekerRange=8000.000000 MinLaunchRange=800.000000 MaxLaunchRange=5000.000000 Duration=45.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x001000d7 BoosterStart=0.000000 BoosterDuration=0.000125 BoosterAccel=0.000001 BoosterEffectName= BoosterSoundName= BoosterNodeName= BoosterPosition=0.000000,-1.370000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.370000,0.000000 InFlightEffectName=ShipMovementEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 Quote
keith Posted July 29, 2007 Author Posted July 29, 2007 [WeaponData780] TypeName=Mk13 Torpedo FullName=Mk13 Torpedo ModelName=Mk13Torpedo Mass=1005.000000 Diameter=0.569000 Length=4.089000 AttachmentType=NATO,USAF,USN,UK NationName=USN StartYear=1939 EndYear=1945 Availability=3 BaseQuantity=8 Exported=TRUE ExportStartYear=0 ExportEndYear=0 ExportAvailability=3 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE Streamlined=TRUE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=LargeMissileEffects ReleaseDelay=0.000000 WarheadType=2 Explosives=262.000000 FusingDistance=-0.100000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=4 Accuracy=70 MaxTurnRate=5.000000 MaxLaunchG=3.000000 LockonChance=95 LaunchReliability=95 ArmingTime=0.000000 SeekerFOV=90.000000 SeekerGimbleLimit=90.000000 SeekerTrackRate=15.000000 SeekerRange=8000.000000 MinLaunchRange=800.000000 MaxLaunchRange=5000.000000 Duration=45.000000 CounterCountermeasure=0.000000 NoiseRejection=0.000000 CapabilityFlags=0x001000d7 BoosterStart=0.000000 BoosterDuration=0.000125 BoosterAccel=0.000001 BoosterEffectName= BoosterSoundName= BoosterNodeName= BoosterPosition=0.000000,-1.370000,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.370000,0.000000 InFlightEffectName=ShipMovementEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 [bombBay] SystemType=WEAPON_STATION StationID=9 StationGroupID=2 StationType=INTERNAL AttachmentPosition=0.0,0.2,-0.55 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1200 AllowedWeaponClass=EOGR,LGR,IOGR,BOMB AttachmentType=USAF,USN,NATO,UK DiameterLimit=0.6 LengthLimit=4.1 BombBayAnimationID=7 BombBayOpenTime=2.0 BombBayCloseTime=2.0 Quote
Guest Saganuay82 Posted July 29, 2007 Posted July 29, 2007 Try setting it up as an ARM weapon. I seem to remember what Capun said before. Quote
Guest capun Posted July 29, 2007 Posted July 29, 2007 No, ARM won't work unless the ship is emitting a Radar Signature The problem is as I suspected, the Guidance Type is 4 which is Laser Guided so you need a Laser designator. You need to change it to TV Homing (Guidance Type 5) and it should take care of the problem. Originally when the TBF was released, LGR worked fine as long as you acquired it. I think in SP4 the LGR/LGB weapons were changed so you need the Laser designator now. Quote
keith Posted July 29, 2007 Author Posted July 29, 2007 WooHoo! You de Man Capun! Changed to TV Guided, set EOGR in the DATA.INI and BINGO!!!! Now to go sink some tin... BTW Is there a list of Weapon/Guidance Type Acronyms anywhere? Quote
+Wrench Posted July 29, 2007 Posted July 29, 2007 There certainly is, in the pdf file that came in the Weapons Pak, you should find this: Weapon Type Listing for the AllowedWeaponClass= Entry BOMB ... Bomb LGB ..... Laser-guided Bomb EOGB .. Electro-Optically Guided Bomb AWD ... Area-weapon Dispenser NUC .... Nuclear Bomb RCKT .. Rocket, single WGR ... Wire-guided Rocket CGR ... Command-guided Rocket LGR .... Laser-Guided Rocket EOGR .. Electro-Optically Guided Rocket ARM .... Anti-radiation Missile ASM .... Anti-ship missile IRM ..... Heat-seeking Missile SAHM .. Semi-active Homing Missile AHM .... Active Homing Missile RP ...... Rocket Pod GP ...... GunPod EP ...... ECM Pod LP ...... Laser Pod NP ...... Navigation Pod DLP .... Data-link Pod RCN ... Recon Camera Pod IFP ..... Illumination Flare Dispenser FT ....... Fuel Tank 2BR .... Twin Bomb Rack 2IR ..... Twin IRM Rack 2AR .... Twin AHM Rack TER .... Triple Ejector Rack TLR .... Triple Homing Rocket Rack MER ... Multiple Ejector Rack BFT .... Bomb carrying Fuel Tank Happy Hunting!! Wrench Kevin Stein Quote
keith Posted July 30, 2007 Author Posted July 30, 2007 Just out of interest - why would ASM not work? Quote
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