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keith

TBF Torpedo problem

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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

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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

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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...

:dntknw:

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Guest capun

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"

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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 :biggrin:

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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

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Guest capun

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

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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...

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Guest capun

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

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[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

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Guest Saganuay82

Try setting it up as an ARM weapon. I seem to remember what Capun said before.

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Guest capun

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.

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WooHoo! You de Man Capun! :clapping:

 

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?

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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

 

:good:

 

Happy Hunting!!

Wrench

Kevin Stein

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Just out of interest - why would ASM not work?

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