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Posted

Downloaded the B-52G/H mega pack and it works fine except the nuclear weapons don't detonate. They drop from the plane and just disappear into the ground. Any ideas? I checked in weapons editor and everything seams ok. Thanks.

Posted

The B-52 didn't carry B28EX weapons. A load out for the bomb bay would be something like this-

 

1 or 2 medium or large diameter bombs, or a combo thereof

(such as Mark 15 or 39, Mark 21 or 36, Mark 41, Mark 53)

 

1 or two MHU-20A/C clip-in (or PWU-6) with B28FI in the bomb bay. The 28FI was most commonly carried since it was more versatile. B43's could also be carried. B61's were fielded in 1968. 2 Hound Dog's on the wings.

 

1 clip-in in the fwd bay, and a large diameter bomb such as the B53 aft. Of course, SRAM on wings and rotary launcher added more versatility.

 

If we could implement a timer delay function (say, 100 seconds) on parachute retarded nukes, that would improve playability (at least for us SAC veterans).

 

Picture of clip-in here-

 

http://www.nationalmuseum.af.mil/factsheet...eet.asp?id=1036

 

More weapons here-

 

http://www.nationalmuseum.af.mil/exhibits/coldwar/index.asp

 

Yours, Mike

Posted

mine don't detonate either. no effects really except for the result.(1 launched, 0 hit, 197 kills :lol: ) i know KillerBee has put out some info on nuclear effects ini edits. i've just been more focused on Phantoms than nukes. Nukes i use for more amusing missions like the BUFF loaded with SRAMs so it can handle it's own SEAD :yikes:

Posted

If it's a SF2 Install, Put the "Effect Class" at the bottom of the WeaponData.INI, Like this......

 

[WeaponData001]

TypeName=MK-83Mod1

FullName=MK-83Mod 1 Tactical Nuke

ModelName=MK-83Mod1

Mass=1000.000000

Diameter=0.220000

Length=2.300000

SubsonicDragCoeff=0.120000

SupersonicDragCoeff=0.462000

AttachmentType=USN

SpecificStationCode=

NationName=USN

StartYear=1961

EndYear=1991

Availability=0

BaseQuantity=8

Exported=FALSE

ExportStartYear=0

ExportEndYear=0

ExportAvailability=0

WeaponDataType=0

RailLaunched=FALSE

Retarded=TRUE

FinStabilized=TRUE

SpinStabilized=FALSE

EffectClassName=NukeExplosionEffect

DragAreaMultiplier=8.000000

WarheadType=14

Explosives=100.000000

FusingDistance=50.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=0

Accuracy=0

MaxTurnRate=0.000000

MaxLaunchG=0.000000

LockonChance=0

LaunchReliability=0

ArmingTime=0.000000

SeekerFOV=0.000000

SeekerGimbleLimit=0.000000

SeekerTrackRate=0.000000

SeekerRange=0.000000

LiftDragRatio=4.000000

ReleaseAnimationID=1

ReleaseAnimationTime=2.000000

ReleaseAnimationDelay=0.500000

EODisplayFlags=0

CEP=0.000000

 

[NukeExplosionEffect]

GroundHitEffectName=NukeExplosionEffect

GroundHitSoundName=Nuclear.wav

WaterHitEffectName=NukeExplosionEffect

WaterHitSoundName=Nuclear.wav

ObjectHitEffectName=NukeExplosionEffect

ObjectHitSoundName=Nuclear.wav

ArmorHitEffectName=NukeExplosionEffect

ArmorHitSoundName=Nuclear.wav

AirBurstEffectName=

 

 

 

If it's a First Generation Game (SFP1/WOV/WOE/WOI), Then You must add the "Effect Class" to the MissileObject.INI.

 

 

 

 

****After You've done all that, Be sure Your Nuke Effects are in the "Effects" Folder.

 

 

 

331KillerBee :wink:

Posted

wpnssgt,

Ah, the good ol' days of clip-ins, pylons, and SRAM rotary launchers. I was never at a BUFF base, just FB-111's and F-16's. By the time I PCS'd to a B-1 base, I was set to retire.

 

Check this out-

 

B-52 MITO, Minot AFB, June 2009 (Global Thunder)

 

 

Yours, Mike

Retired 463 (2W2)

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