Guest capun Posted January 23, 2008 Posted January 23, 2008 The question was asked “How to add a weapons rack to an airplane that does not have one”. This mini-tutorial explains how to do one. Originally the concept was to make it into a weapons rack with the same hang points. This concept works but you need to load at least two weapons per weapon station which is not what we wanted. At the end, a Fuel Tank that cannot be dropped and with minimal fuel was used. So we will use that for the example. 1. Here’s the original weapon stations for the test mule. [LeftWingStation] SystemType=WEAPON_STATION StationID=1 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=-2.7007,0.0000,-0.316 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000.0 AllowedWeaponClass=IRM,RCKT,RP,GP,LGB,LGR,EOGB,EOGR AttachmentType=Soviet,WP ModelNodeName=Pylon_L PylonMass=40.0 PylonDragArea=0.03 [RightWingStation] SystemType=WEAPON_STATION StationID=2 StationGroupID=1 StationType=EXTERNAL AttachmentPosition=2.6444,-0.0000,-0.316 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000.0 AllowedWeaponClass=IRM,RCKT,RP,GP,LGB,LGR,EOGB,EOGR AttachmentType=Soviet,WP ModelNodeName=Pylon_R PylonMass=40.0 PylonDragArea=0.03 Note the weapon station AttachmentPosition values, you will need it for later. 2. And the Loadout.ini entry. We’ll just use the Strike section for the example Loadout[01].WeaponType=R-131M1 Loadout[01].Quantity=1 Loadout[02].WeaponType=R-131M1 Loadout[02].Quantity=1 3. A weapons rack was designed and exported in 3DS Max. The weapon entry is this [WeaponData2091] TypeName=DBRACK FullName=Dummy Rack ModelName=DBRACK Mass=25.000000 Diameter=0.200000 Length=1.500000 AttachmentType= NationName= StartYear=0 EndYear=0 Availability=0 BaseQuantity=0 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=5 MaxFuelAmount=25.000000 Asymmetrical=FALSE Disregard the weapon number, it’s from my test installation with many extra weapons. It is basically done as a Fuel Tank with a mass of 25 Kgs. and a Max Fuel of 25 Kgs. Those numbers can be changed and are not tuned. 4. The “Fuel Tanks” were added to the weapon stations [LeftWingRack] SystemType=WEAPON_STATION StationID=3 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=-1.9727,-0.1205,-0.1957 AttachmentAngles=0.0,0.0,0.0 LoadLimit=100.0 AllowedWeaponClass=FT AttachmentType=Soviet,WP ModelNodeName= PylonMass=10.0 PylonDragArea=0.03 FuelTankName=DBRACK NoJettisionTank=TRUE [RightWingRack] SystemType=WEAPON_STATION StationID=4 StationGroupID=2 StationType=EXTERNAL AttachmentPosition=1.9730,-0.1205,-0.1957 AttachmentAngles=0.0,0.0,0.0 LoadLimit=100.0 AllowedWeaponClass=FT AttachmentType=Soviet,WP ModelNodeName= PylonMass=10.0 PylonDragArea=0.03 FuelTankName=DBRACK NoJettisionTank=TRUE Note that the stations were declared to carry only fuel tanks and with a small LoadLimit so no other racks will show. The racks were made permanent via the NoJettisonTank variable, Note the AttachmentPosition, here you need to guess where the weapon station is going to be located via trial and error. Start with the original weapons locations, use the 3DS Max coordinate tutorial at CombatAce You need to get the location where the crosshairs are 5. And the changes to the loadout.ini Loadout[01].WeaponType=R-131M1 Loadout[01].Quantity=1 Loadout[02].WeaponType=R-131M1 Loadout[02].Quantity=1 Loadout[03].WeaponType=DBRACK Loadout[03].Quantity=1 Loadout[04].WeaponType=DBRACK Loadout[04].Quantity=1 6. Now add the real weapon stations. [LeftWingStationInner] SystemType=WEAPON_STATION StationID=5 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=-1.9730,-0.1205,-0.5304 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000.0 AllowedWeaponClass=BOMB,RCKT,RP,GP,LGB,LGR,EOGB,EOGR AttachmentType=Soviet,WP ModelNodeName= PylonMass=40.0 PylonDragArea=0.03 [RightWingStationInner] SystemType=WEAPON_STATION StationID=6 StationGroupID=3 StationType=EXTERNAL AttachmentPosition=1.9730,-0.1205,-0.5304 AttachmentAngles=0.0,0.0,0.0 LoadLimit=1000.0 AllowedWeaponClass=BOMB,RCKT,RP,GP,LGB,LGR,EOGB,EOGR AttachmentType=Soviet,WP ModelNodeName= PylonMass=40.0 PylonDragArea=0.03 Note the AttachmentPosition values, they should be the same as the Rack but lowered a bit, you need to get the Z value (Height) from the 3DS Max file and add it (substract?) from the rack Z value You need to get the location where the crosshairs are. 7. And the Loadout.ini entry Loadout[01].WeaponType=R-131M1 Loadout[01].Quantity=1 Loadout[02].WeaponType=R-131M1 Loadout[02].Quantity=1 Loadout[03].WeaponType=DBRACK Loadout[03].Quantity=1 Loadout[04].WeaponType=DBRACK Loadout[04].Quantity=1 Loadout[05].WeaponType=FAB250 Loadout[05].Quantity=1 Loadout[06].WeaponType=FAB250 Loadout[06].Quantity=1 8. Just a remainder that you need to declare your new weapon stations [LeftWing] . . SystemName[007]=LeftWingStation SystemName[008]=LeftWingRack SystemName[009]=LeftWingStationInner [RightWing] . . SystemName[007]=RightWingStation SystemName[008]=RightWingRack SystemName[009]=RightWingStationInner And that's it. Now you have "new" weapons rack without access to the plane 3D model.
+ext Posted January 23, 2008 Posted January 23, 2008 Thanks Cap! Going to try it out and figure out where I have gone wrong in the past.
Guest capun Posted January 26, 2008 Posted January 26, 2008 A package with two test pylons to go along with this tutorial have been added to the download section Here Dummy Racks Package
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