jomni Posted February 24, 2010 Posted February 24, 2010 (edited) Ah yes. The mavericks. I rembember editing that back in version 1 as well. http://forum.combata..._1entry318215 I think there may be a bunch of invisible ordinance still around in the pack (multiple lods). But I guess I'll do the necessary ini edits once i discover them. Edited February 24, 2010 by jomni Quote
hawkeye52 Posted February 25, 2010 Posted February 25, 2010 Ah yes. The mavericks. I rembember editing that back in version 1 as well. http://forum.combata..._1entry318215 I think there may be a bunch of invisible ordinance still around in the pack (multiple lods). But I guess I'll do the necessary ini edits once i discover them. Yeah exactly...it's really no biggie. It was just an FYI for everyone. The hard work is all done, I have no problem editing an ini here and there for a small things like that. This pack is amazing Quote
hawkeye52 Posted February 25, 2010 Posted February 25, 2010 (edited) Is it just me or are the Brimstone 3-pack still pointing backwards (carried over from version 1)? Anyway, there's a specific thread in the Knowledge Base that fixes this for those who don't know. Just need to change the angle in the *data.ini file in the Objects/Weapons/Brimstone 3-Pack/ folder for all the rails to 0.000 deg. where it is -167 deg. quick fix, Another question about the brimstone, I read it was INS augmented by laser homing. Is there a way to mimic that for this weapon? The brimstone just can't nail a moving target with only GPS guidance. FYI: The LAU-61 APKWS needs a simple ini fix for the LOD as well. Edited February 25, 2010 by hawkeye52 Quote
jomni Posted February 25, 2010 Posted February 25, 2010 Was playing with this last night and I saw that you can tow some Artillery via cables underneath your aricraft. It was an interesting sight. Quote
TurtleHawk Posted February 25, 2010 Posted February 25, 2010 Would someone mind posting the ini fix for the invisible Mav D, please? I read the link, but it only says fix the ini, with no instructions. Thank you. Quote
jomni Posted February 25, 2010 Posted February 25, 2010 (edited) Would someone mind posting the ini fix for the invisible Mav D, please? I read the link, but it only says fix the ini, with no instructions. Thank you. Example for the AGM-65K [WeaponData] ObjectFullName=AGM-65K Maverick ObjectDataFile=AGM-65K_data.INI [LOD001] Filename=AGM65G.lod Distance=125 [LOD002] Filename=AGM65G-001.lod Distance=400 [LOD003] Filename=AGM65G-002.lod Distance=850 [shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=400 Edited February 25, 2010 by jomni Quote
hawkeye52 Posted February 25, 2010 Posted February 25, 2010 FYI... Skyspot bomb doesn't have an LOD...what is this weapon? I googled it and coudln't find anything. GBU 12B/B II Navy has incorrect LOD naming in INI just like maverick Quote
+Dave Posted February 26, 2010 Posted February 26, 2010 Well then could someone correct the files and post them here? Quote
hawkeye52 Posted February 26, 2010 Posted February 26, 2010 Well then could someone correct the files and post them here? I wish I had kept a listing of all the ones I had been messing with, Problem is, I have a mix of other addons/weapons so I'm not sure which ones were part of this package. I mean the hard work is done by throwing all these 1000 or so weapons together, it just takes a minute to realize a weapon is missing or not behaving properly and making the appropriate fix. I'll keep an eye for more problems and be more specific on the fix necessary (a copy/paste of the .ini and it's location in the SF2 mod folder structure). BTW, does anyone know at all what the skyspot bomb is all about, it is a weapon with no LOD or texture and can't find any information on the interwebs. Quote
serverandenforcer Posted February 27, 2010 Posted February 27, 2010 BTW, does anyone know at all what the skyspot bomb is all about, it is a weapon with no LOD or texture and can't find any information on the interwebs. Quote
+SidDogg Posted May 7, 2010 Posted May 7, 2010 Is there any way this Weapon Pack can be tweeked with SF2 WeaponEditor? ...The SF2 Weapons database doesn't show up on the startup list when I open SF2 WeaponEditor... SidDogg Quote
Sheriff001 Posted November 14, 2013 Posted November 14, 2013 (Apologies for the necro-post) - Is there a way to make the textures show up for the B61, B83, and Mark 43 nuclear bombs. With the B61 and B83 (Crowd pleaser), all I get is blank grey (as if there's no texture). With the Mk 43, I get black (as if its not finding the texture) This is Mk43.ini file: [WeaponData]ObjectFullName=Mk43 Nuclear BombObjectDataFile=Mk43_data.INI B61.ini [WeaponData]ObjectFullName=B61ObjectDataFile=B61_data.INI B83.ini [WeaponData]ObjectFullName=B83 Tactical NukeObjectDataFile=B83_data.INI In all three, there are no .out files. Quote
+Crusader Posted November 14, 2013 Posted November 14, 2013 you can open the LOD files with the standard text editor ( make sure to uncheck the 'open with editor by default' box if you want) and then use the search function to look for BMP to find the required textures 1 Quote
Sheriff001 Posted November 14, 2013 Posted November 14, 2013 Done. I actually used a hex editor that I have. I found the right file names for the B43 and B83 (the 43's skin is named "B-58_pods.bmp" - that really threw me off), and they test fine. The B61 doesn't appear to have a texture. Quote
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