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Need an expert (NOT ME). I would like to inert or make a dummy CIM-10 Bomarc missile for a project I'm working on. I want the missile to appear on the launcher and just sit there........not launch or have my wingman announce the SAM launch. Is this possible with an edit of the data.ini?? THANKS....CHAMPVA56 BTW.....I did get the Bomarc to work in SF2.......thing is DEADLY when armed with a nuc.

 

[WeaponData001]

TypeName=CIM-10A_Inert

FullName=CIM-10A Bomarc Inert

ModelName=CIM-10A

Mass=7020.000000

Diameter=0.890000

Length=14.200000

SubsonicDragCoeff=0.120000

SupersonicDragCoeff=0.250000

AttachmentType=

SpecificStationCode=

NationName=USAF

StartYear=1957

EndYear=1972

Availability=2

BaseQuantity=8

Exported=FALSE

ExportStartYear=0

ExportEndYear=0

ExportAvailability=0

WeaponDataType=1

RailLaunched=FALSE

RocketPod=FALSE

Retarded=FALSE

FinStabilized=TRUE

SpinStabilized=FALSE

HasGrowl=FALSE

EffectClassName=LargeMissileEffects

ReleaseDelay=0.000000

WarheadType=0

Explosives=455.000000

FusingDistance=50.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=12

Accuracy=100

MaxTurnRate=25.000000

MaxLaunchG=5.000000

LockonChance=100

LaunchReliability=90

ArmingTime=10.000000

SeekerFOV=160.000000

SeekerGimbleLimit=0.000000

SeekerTrackRate=30.000000

SeekerRange=210000.000000

MinLaunchRange=4000.000000

MaxLaunchRange=200000.000000

Duration=250.000000

CounterCountermeasure=70.000000

NoiseRejection=85.000000

CapabilityFlags=0x10000000

LoftAngle=0.000000

DescentAngle=0.000000

MaxLoftAltitude=0.000000

CLmax=27.000000

MinFreq=0.000000

MaxFreq=0.000000

BoosterStart=0.000000

BoosterDuration=40.000000

BoosterAccel=2.250000

BoosterEffectName=LargeMissileFireEffect

BoosterSoundName=Missile

BoosterNodeName=

BoosterPosition=0.000000,-4.450000,0.000000

SustainerDuration=200.000000

SustainerAccel=2.700000

SustainerEffectName=LargeSAMTrailEffect

SustainerSoundName=

SustainerPosition=0.000000,-5.000000,0.000000

InFlightEffectName=LargeSAMTrailEffect

InFlightSoundName=JetEngine

ReleaseAnimationID=-1

EODisplayFlags=0

CEP=0.000000

post-52878-014251200 1287098153.jpg

post-52878-017579800 1287098166.jpg

post-52878-075360200 1287098179.jpg

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LockonChance=0

LaunchReliability=0

 

BoosterStart=0.000000

BoosterDuration=0

BoosterAccel=0

BoosterEffectName=LargeMissileFireEffect

BoosterSoundName=Missile

BoosterNodeName=

BoosterPosition=0.000000,-4.450000,0.000000

SustainerDuration=200.000000

SustainerAccel=0

SustainerEffectName=LargeSAMTrailEffect

SustainerSoundName=

 

That may be a start

 

Hell Lockon chance=0 may just do it too

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turn it into a Terrain Object, as opposed to a GroundObject. Needs no _data ini, just the lod, skin and ini (that describes the lod ala the generic building and such), and entries in the _Types and Targets ini. Nothing to it!

 

then, you can place them anywhere's you want.

 

wrench

kevin stein

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I have the launcher as a terrain object. If I make the missile a terrain object....will it still appear on the launcher at the correct angle? Does the game care if the missile called out for (in the ini file) is NOT a weapon??

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LockonChance=0

LaunchReliability=0

 

BoosterStart=0.000000

BoosterDuration=0

BoosterAccel=0

BoosterEffectName=LargeMissileFireEffect

BoosterSoundName=Missile

BoosterNodeName=

BoosterPosition=0.000000,-4.450000,0.000000

SustainerDuration=200.000000

SustainerAccel=0

SustainerEffectName=LargeSAMTrailEffect

SustainerSoundName=

 

That may be a start

 

Hell Lockon chance=0 may just do it too

 

 

Tried that...they still launched and came my direction but missed by a mile. (thank god.........it has a big azz Nuke on the nose)

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Ehm... I've noticed that most of the time the TK system don't like a pure 0 as a value... but another trick maybe is changing the guidance system to "none"

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