malibu43 Posted October 25, 2011 Posted October 25, 2011 (edited) (This is a continuation of a thread that was originally started in the SF1 forum. http://combatace.com...t-f-4-loadouts/ Since the mod will be for SF2, I'm picking the discussion up here...) So I have a 99% complete package with updated loadouts for all the F-4's in SF2 (all titles merged). They are based off of real world loadouts from various conflicts (especially Vietnam), but are not 100% accurate. This is due to a few things: Did not want to do anything that required editing aircraft's data.ini files. With all the patches and updating going on, it could turn into a nightmare to keep updated. It uses only stock weapons. This pack is meant to be enjoyable in a stock install. I didn't want to require users to download all kinds of weapons or weapons packs. It's extra work and it also can make the mod harder to keep updated (see #1). The loadouts may vary from real world examples to make them more useful in the fictional TW world. For example, CAS loadouts in Vietnam utilized munitions that were effective against groups of troops in the jungle (napalm, rockets, etc...). F-4's in SF2E or SF2 (or even stock SF2V for that matter) will be facing massive columns of enemy tanks advancing across open fields. Therefore, these loadouts are more likely to use CBU's, Rockeyes, and AGM-65's. Another good example is most of the stock USAF F-4's carrying ARM's for SEAD in these loadouts. That didn't happen in real life, but we don't have F-4G's so I let it go so that some form of effective SEAD still happens. So, these loadouts will be usefull in an SF2 install that doesn't already have more accurate F-4 loadouts added. For example, I wouldn't use these in place of the F-4 loadouts in the SF2V A/G Exp Pack. Those loadouts have already been set up to be accurate for the specific conflict that pack is representing. Some examples of the changes: - Wing tanks and gun pods not used on USN F-4's - USAF, IAF, UK, and German F-4's don't carry AIM-9's when A/G munitions are carried on that pylon - USMC nation specific loadouts for F-4B's and J's. (with gun pods and zuni's) - Gun pods not part of the default loadouts for F-4M before 1975. - Other minor changes I can't think of right now. I'm holding out to see if anyone can create a "single rocket pod" that is really 3x LAU-3's and 3x Matra's on a TER for use on the USMC and RAF F-4's. Otherwise they're pretty much done. Anyone interested in checking them out for me before I add to the downloads section? Edited October 25, 2011 by malibu43 Quote
malibu43 Posted October 25, 2011 Author Posted October 25, 2011 (edited) Here are the loadouts if anyone wants to give them a try: F-4 Loadouts - Oct 2011.rar These should be complete with the exception of the triple rocket pods, if that's even going to happen. *edit* - updated the file 10/25 at 1:30 PDT to add more F-4M loadout options selectable in the mission editor. Now includes Ravenclaw's BL755. Edited October 25, 2011 by malibu43 Quote
Wrench Posted October 25, 2011 Posted October 25, 2011 if the loadout ini is set up correctly, again using the FGR.3 seen above, the differing loadout can be manually selected in the Mission Editor screen Quote
malibu43 Posted October 25, 2011 Author Posted October 25, 2011 if the loadout ini is set up correctly, again using the FGR.3 seen above, the differing loadout can be manually selected in the Mission Editor screen That is a good point. I may look back through the loadouts and see if there are any instances where there may be secondary loadouts for certain mission types that I should include. Loading LAU-3's Matra 155's on winder stations is a decent work around for the triple rocket pod issue so it could be included along with standard single rocket pods as well as TER's with CBU's BL755's (although one would need to add BL755's to their weapons folder)... Quote
Wrench Posted October 25, 2011 Posted October 25, 2011 (edited) again, using the FGR3.... // Station 1 = Left Wing Station Outboard FT// Station 2 = Right Wing Station Outboard FT // Station 3 = Left Wing Station Inboard // Station 4 = Right Wing Station Inboard // Station 5 = Centerline Fueslage Station // Station 6 = Sparrow Station 1 // Station 7 = Sparrow Station 2 // Station 8 = Sparrow Station 3 // Station 9 = Sparrow Station 4 // Station 10 = Sidewinder Station 1 // Station 11 = Sidewinder Station 2 // Station 12 = Sidewinder Station 3 // Station 13 = Sidewinder Station 4 // Station 14 = Left Wing Station Outboard, FT // Station 15 = Right Wing Station Outboard, FT [AirToAir] Loadout[01].WeaponType=Tank370_F4 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank370_F4 Loadout[02].Quantity=1 Loadout[05].WeaponType=SUU23black Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-120A Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-120A Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-120A Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-120A Loadout[09].Quantity=1 Loadout[10].WeaponType=ASRAAM Loadout[10].Quantity=1 Loadout[11].WeaponType=ASRAAM Loadout[11].Quantity=1 Loadout[12].WeaponType=ASRAAM Loadout[12].Quantity=1 Loadout[13].WeaponType=ASRAAM Loadout[13].Quantity=1 [AirToAirLongRange] Loadout[01].WeaponType=Tank370_F4 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank370_F4 Loadout[02].Quantity=1 Loadout[05].WeaponType=Tank600_F4 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-120A Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-120A Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-120A Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-120A Loadout[09].Quantity=1 Loadout[10].WeaponType=ASRAAM Loadout[10].Quantity=1 Loadout[11].WeaponType=ASRAAM Loadout[11].Quantity=1 Loadout[12].WeaponType=ASRAAM Loadout[12].Quantity=1 Loadout[13].WeaponType=ASRAAM Loadout[13].Quantity=1 ///--multiple RP loadout--// [Attack] Loadout[01].WeaponType=Tank370_F4 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank370_F4 Loadout[02].Quantity=1 Loadout[05].WeaponType=SUU23black Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-120A Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-120A Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-120A Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-120A Loadout[09].Quantity=1 Loadout[10].WeaponType=ASRAAM Loadout[10].Quantity=0 Loadout[11].WeaponType=ASRAAM Loadout[11].Quantity=0 Loadout[12].WeaponType=ASRAAM Loadout[12].Quantity=0 Loadout[13].WeaponType=ASRAAM Loadout[13].Quantity=0 Loadout[14].WeaponType=TriRack Loadout[14].Quantity=1 Loadout[15].WeaponType=TriRack Loadout[15].Quantity=1 Loadout[16].WeaponType=Matra-155 Loadout[16].Quantity=1 Loadout[17].WeaponType=Matra-155 Loadout[17].Quantity=1 Loadout[18].WeaponType=Matra-155 Loadout[18].Quantity=1 Loadout[19].WeaponType=Matra-155 Loadout[19].Quantity=1 Loadout[20].WeaponType=Matra-155 Loadout[20].Quantity=1 Loadout[21].WeaponType=Matra-155 Loadout[21].Quantity=1 ///--smart bomb -LGB loadout--/// Loadout[01].WeaponType=Tank370_F4 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank370_F4 Loadout[02].Quantity=1 Loadout[02].RackType=MER Loadout[03].WeaponType=GBU-12B Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=GBU-12B Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[05].WeaponType=AVQ-23 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-120A Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-120A Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-120A Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-120A Loadout[09].Quantity=1 Loadout[10].WeaponType=ASRAAM Loadout[10].Quantity=1 Loadout[11].WeaponType=ASRAAM Loadout[11].Quantity=1 Loadout[12].WeaponType=ASRAAM Loadout[12].Quantity=1 Loadout[13].WeaponType=ASRAAM Loadout[13].Quantity=1 [sEAD] Loadout[01].WeaponType=ALARM Loadout[01].Quantity=1 Loadout[02].WeaponType=ALARM Loadout[02].Quantity=1 Loadout[03].WeaponType=BL755 Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=BL755 Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[05].WeaponType=Tank600_F4 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-120A Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-120A Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-120A Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-120A Loadout[09].Quantity=1 Loadout[10].WeaponType=ASRAAM Loadout[10].Quantity=1 Loadout[11].WeaponType=ASRAAM Loadout[11].Quantity=1 Loadout[12].WeaponType=ASRAAM Loadout[12].Quantity=1 Loadout[13].WeaponType=ASRAAM Loadout[13].Quantity=1 [Anti-Ship] Loadout[01].WeaponType=Tank370_F4 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank370_F4 Loadout[02].Quantity=1 Loadout[03].WeaponType=SeaEagle Loadout[03].Quantity=1 Loadout[04].WeaponType=SeaEagle Loadout[04].Quantity=1 Loadout[05].WeaponType=SUU23black Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-120A Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-120A Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-120A Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-120A Loadout[09].Quantity=1 Loadout[10].WeaponType=ASRAAM Loadout[10].Quantity=0 Loadout[11].WeaponType=ASRAAM Loadout[11].Quantity=0 Loadout[12].WeaponType=ASRAAM Loadout[12].Quantity=0 Loadout[13].WeaponType=ASRAAM Loadout[13].Quantity=0 [FAC] Loadout[01].WeaponType=Tank370_F4 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank370_F4 Loadout[02].Quantity=1 Loadout[03].WeaponType=Matra-155 Loadout[03].Quantity=1 Loadout[04].WeaponType=Matra-155 Loadout[04].Quantity=1 Loadout[05].WeaponType=Tank600_F4 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-120A Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-120A Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-120A Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-120A Loadout[09].Quantity=1 Loadout[10].WeaponType=ASRAAM Loadout[10].Quantity=1 Loadout[11].WeaponType=ASRAAM Loadout[11].Quantity=1 Loadout[12].WeaponType=ASRAAM Loadout[12].Quantity=1 Loadout[13].WeaponType=ASRAAM Loadout[13].Quantity=1 [Recon] Loadout[01].WeaponType=Tank370_F4 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank370_F4 Loadout[02].Quantity=1 Loadout[05].WeaponType=Tank600_F4 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-120A Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-120A Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-120A Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-120A Loadout[09].Quantity=1 Loadout[10].WeaponType=ASRAAM Loadout[10].Quantity=1 Loadout[11].WeaponType=ASRAAM Loadout[11].Quantity=1 Loadout[12].WeaponType=ASRAAM Loadout[12].Quantity=1 Loadout[13].WeaponType=ASRAAM Loadout[13].Quantity=1 ///---dumb bombs loadout---/// [ALT_Strike_Conv] Loadout[01].WeaponType=Tank370_F4 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank370_F4 Loadout[02].Quantity=1 Loadout[02].RackType=MER Loadout[03].WeaponType=UK5000LB Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=UK5000LB Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[05].WeaponType=SUU23 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-120A Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-120A Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-120A Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-120A Loadout[09].Quantity=1 Loadout[10].WeaponType=ASRAAM Loadout[10].Quantity=1 Loadout[11].WeaponType=ASRAAM Loadout[11].Quantity=1 Loadout[12].WeaponType=ASRAAM Loadout[12].Quantity=1 Loadout[13].WeaponType=ASRAAM Loadout[13].Quantity=1 //--CAS/ArmedRecon - Clusterbomb loadout--// [ALT_Attack_CBU] Loadout[01].WeaponType=Tank370_F4 Loadout[01].Quantity=1 Loadout[02].WeaponType=Tank370_F4 Loadout[02].Quantity=1 Loadout[02].RackType=MER Loadout[03].WeaponType=BL755 Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=BL755 Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[05].WeaponType=SUU23 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-120A Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-120A Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-120A Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-120A Loadout[09].Quantity=1 Loadout[10].WeaponType=ASRAAM Loadout[10].Quantity=1 Loadout[11].WeaponType=ASRAAM Loadout[11].Quantity=1 Loadout[12].WeaponType=ASRAAM Loadout[12].Quantity=1 Loadout[13].WeaponType=ASRAAM Loadout[13].Quantity=1 ///--SEAD with ALARM & Mavericks ; also good for CAS/ArmedRecon--Note: agm-65d unavailable before 1996!!-//// [sEAD_96] Nation=RAF StartDefaultDate=1996 DefaultFor=SEAD Loadout[01].WeaponType=ALARM Loadout[01].Quantity=1 Loadout[02].WeaponType=ALARM Loadout[02].Quantity=1 Loadout[03].WeaponType=AGM-65D Loadout[03].Quantity=3 Loadout[03].RackType=LAU-88 Loadout[04].WeaponType=AGM-65D Loadout[04].Quantity=3 Loadout[04].RackType=LAU-88 Loadout[05].WeaponType=Tank600_F4 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-120A Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-120A Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-120A Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-120A Loadout[09].Quantity=1 Loadout[10].WeaponType=ASRAAM Loadout[10].Quantity=1 Loadout[11].WeaponType=ASRAAM Loadout[11].Quantity=1 Loadout[12].WeaponType=ASRAAM Loadout[12].Quantity=1 Loadout[13].WeaponType=ASRAAM Loadout[13].Quantity=1 Edited October 25, 2011 by Wrench Quote
malibu43 Posted October 25, 2011 Author Posted October 25, 2011 again, using the FGR3.... Sorry if I'm being dense, Wrench, but I'm not sure if I'm getting your point or not. At first I thought you were just pointing out that the mission editor makes having additional loadouts in loadout.ini useful (which is what I acknowledged in my last post). I'm not sure what I'm supposed to see in your loadout for the FGR3. It looks like you've added extra weapons stations to the _data.ini for the aircraft to allow triple rocket pods with a TER on one pylon. I'm aware of that trick, but if you look at my first post in this thread, I'm trying to stay away from messing with the data.ini files so these loadouts are a little more robust when it comes to all of TK's patching. Quote
Wrench Posted October 25, 2011 Posted October 25, 2011 simple answer is: you can't you'll have to have edited data inis to make it work. there are no provision anywhere in the game engine (dlls, whathave you) for TER RPs as to patching, that's -to be brutely honest- the End User's Problem . It takes 2 seconds to back up an ini (data & loadout) by renaming (see my Patching Made Easy threads in the SF2 KB). It takes 30-45 seconds to extract a new one after patching (to check for FM changes). It take 2-3 minutes to copy/paste the RP statements/info into the newly extracted data ini, if needed. Same for the loadout ini. the same can be said for ini tweeks that put LAU-3A RPs on the winder rails -it's a been done thing; i've got a couple floating around somwheres... (albeit only 2). Allowed weight needs to go up, to accomadate the RP, which creates other issues (or duplicate the winder stations as ONLY RP mounts, eliminating one problem.) that's how it is. Unless in the highly unlikely event we get new coding to creates this. Holding my breath, I will not be! Quote
malibu43 Posted October 25, 2011 Author Posted October 25, 2011 (edited) simple answer is: you can't you'll have to have edited data inis to make it work. there are no provision anywhere in the game engine (dlls, whathave you) for TER RPs Ok. I think you mis-understood what I was hoping for (although it may be equally as unlikely to happen). I realize that actual RP's loaded on TER's by the game is not possible. What I was hoping for was a single weapon which would be a "RP" type. The model for this rocket pod would actually look like 3 rocket pods loaded on a TER. The data.ini for the rocket pod would have 3 times the rocket positions defined, and they would be positioned so that they matched up with the locations on the model. You could assign the weight and diameter values for this rocket pod so that it still fits on stations that currently accept a standard rocket pod (ie - inner pylons on the F-4). If this worked, there would still be one dropdown menu for the inner pylons on the F-4 and you see LAU-3 like normal, but there would also be a 3x LAU-3 listed. Selecting the 3x LAU-3 would load the single rocket pod that really looks like 3 LAU-3's with a TER. I know this would require more work up front, but it eliminates the need for anymore data.ini editing and makes things easier down the road. as to patching, that's -to be brutely honest- the End User's Problem ™. It takes 2 seconds to back up an ini (data & loadout) by renaming (see my Patching Made Easy threads in the SF2 KB). It takes 30-45 seconds to extract a new one after patching (to check for FM changes). It take 2-3 minutes to copy/paste the RP statements/info into the newly extracted data ini, if needed. Same for the loadout ini. Well to be honest, I don't have time to re-extract all 22 _data.ini's for (for just F-4's) and look through them once a month (which seems to be how often we get patches these days). Add even more time to that if I there were actually updates and I need to change something. The reason I am OK with doing this with loadout.ini files is that they don't seem to get affected as much by patching. And if they do, the changes are either insignificant and don't need to be updated right away, or they are obvious and the loadout.ini files are small and easy to comb through and edit. This is all just my opinion based on my experiences over the last few years. If the games were being patched once every one or two years, then I'd be more willing to dig deeper into the data.ini files. While TK's constant patching is great for getting fixes and new features out there quickly (or breaking things more often depending on who you ask ), it's kinda got me turned off of extensive data.ini editing. I used to be all about it. the same can be said for ini tweeks that put LAU-3A RPs on the winder rails -it's a been done thing; i've got a couple floating around somwheres... (albeit only 2). Allowed weight needs to go up, to accomadate the RP, which creates other issues (or duplicate the winder stations as ONLY RP mounts, eliminating one problem.) I will respectfully disagree with you on this. If you want to be able to select the loadout from the loadout screen, then, yes changes need to be made to the data.ini file. However, the loadout.ini file trumps whatever's in the data.ini file. In the .rar file posted above, I have this in the loadout.ini for the F-4M: [Attack_TripleRP] Loadout[03].WeaponType=Matra-155 Loadout[03].Quantity=1 Loadout[04].WeaponType=Matra-155 Loadout[04].Quantity=1 Loadout[05].WeaponType=SUU23 Loadout[05].Quantity=1 Loadout[06].WeaponType=AIM-7E-2 Loadout[06].Quantity=1 Loadout[07].WeaponType=AIM-7E-2 Loadout[07].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=Matra-155 Loadout[10].Quantity=1 Loadout[11].WeaponType=Matra-155 Loadout[11].Quantity=1 Loadout[12].WeaponType=Matra-155 Loadout[12].Quantity=1 Loadout[13].WeaponType=Matra-155 Loadout[13].Quantity=1 Loadout[14].WeaponType=Tank370_F4 Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4 Loadout[15].Quantity=1 The extra rocket pods are just loaded onto the winder stations with no data.ini edits required. Now, if you go into the loadout menu and start changing things, you won't ever be able to get it back. If that's what someone wants, then yes, we either need modified data.ini's or the new "triple rocket pod" weapon I mentioned above. Now, I didn't post all of this to argumentative. I just wanted to make sure it was clear what I'm trying to do and why I'm going about trying to get it done the way that I am. To be totally honest, I don't really even fly F-4's that much in SF2. For some reason I just felt like doing this... Edited October 25, 2011 by malibu43 Quote
malibu43 Posted October 26, 2011 Author Posted October 26, 2011 (edited) Some of what I have so far: Does anyone know if/when IAF F-4E's would have started using LGB's and Laser Pods? The _78 variant is the earliest with the capability in game, but I wasn't sure when Israel would have realistically had the equipment and put it to use. Edited October 26, 2011 by malibu43 Quote
Joe Hallenbeck Posted January 29, 2012 Posted January 29, 2012 Can anyone help me in editing stock weapon loadout on USAF F-4s? How can I remove the abbility to load a combination of Sidewinders and bombs on the inner wing pylons? Quote
Wrench Posted January 29, 2012 Posted January 29, 2012 extract loadout ini from whichever cat it in ... drop loadout ini into whichever Phantom is to be edited... open loadout ini and do this -changes in BOLD ... (plane-jane, no-suffix F-4E show; other similiar) Loadout[03].WeaponType=MK82 Loadout[03].Quantity=3 Loadout[03].RackType=TER Loadout[04].WeaponType=MK82 Loadout[04].Quantity=3 Loadout[04].RackType=TER Loadout[05].WeaponType=MK82 Loadout[05].Quantity=6 Loadout[05].RackType=MER Loadout[06].WeaponType=ALQ-71 Loadout[06].Quantity=1 Loadout[08].WeaponType=AIM-7E-2 Loadout[08].Quantity=1 Loadout[09].WeaponType=AIM-7E-2 Loadout[09].Quantity=1 Loadout[10].WeaponType=AIM-9J Loadout[10].Quantity=0 Loadout[11].WeaponType=AIM-9J Loadout[11].Quantity=0 Loadout[12].WeaponType=AIM-9J Loadout[12].Quantity=0 Loadout[13].WeaponType=AIM-9J Loadout[13].Quantity=0 Loadout[14].WeaponType=Tank370_F4 Loadout[14].Quantity=1 Loadout[15].WeaponType=Tank370_F4 Loadout[15].Quantity=1 nothing to it, really! Quote
+daddyairplanes Posted January 29, 2012 Posted January 29, 2012 or you can just delete loadout[10]-[13] if you dont want it showing. its how i took mine off for strike missions. Quote
Wrench Posted January 29, 2012 Posted January 29, 2012 a callout of "0" items to be loaded is easier and requires no deletiion of lines Quote
+daddyairplanes Posted January 29, 2012 Posted January 29, 2012 true. just difference in style and time expended. idea that occurs to me is can two 'winders be loaded on the outer rails and the inside ones left empty(ala USN in the 70s and RAF in the 80s) or would the data.ini need to be tweeked for that as well? would look on my own but i'm at work fro the next 8 hours and think you'll reply back sooner Quote
Joe Hallenbeck Posted January 29, 2012 Posted January 29, 2012 Ok, You don't understand to me. I don't mean presets. I mean eliminate the ability in waepon loadout menu as It was in SF1: WOV. There wasn't possibility to put Winders on the same pylon with bombs at USAF Phantoms. Quote
+daddyairplanes Posted January 29, 2012 Posted January 29, 2012 if you are using this Mod that the thread is about then you wont be able to. Malibu43 set it up as a semi historical preset loadout.ini and in RL most USAF Phantoms did not carry 'winders and bombs or AGM at the same time. they were able to( many photos to support this) but did not do it in operational practice.(most of those photos are of birds at Edwards or Nellis in testing) Quote
Joe Hallenbeck Posted January 29, 2012 Posted January 29, 2012 Im using Ground Exp. Pack 2.0 with lates update. And how can I change It when I don't use any MODS? Quote
Wrench Posted January 29, 2012 Posted January 29, 2012 Ok, You don't understand to me. I don't mean presets. I mean eliminate the ability in waepon loadout menu as It was in SF1: WOV. There wasn't possibility to put Winders on the same pylon with bombs at USAF Phantoms. see my answer above. it will do exactly that Quote
Joe Hallenbeck Posted January 29, 2012 Posted January 29, 2012 (edited) see my answer above. it will do exactly that No It doesn't work. I'm still able to put a Sidewinders with bombs to the inner wing pylons in weapon loadout menu. Edited January 29, 2012 by Joe Hallenbeck Quote
Wrench Posted January 29, 2012 Posted January 29, 2012 (edited) Really, now???? THINK about what you just said..... I'm still able to put a Sidewinders with bombs to the inner wing pylons in weapon loadout menu because you're MANUALLY loading those hardpoints on/in the loadout screen. What you said that you wanted, was to NOT have winders loaded 'off the shelf' for said strike missions. what I posted abso-f***ing-lutely works. See screenie below. methink you're unclear as to what exactly you're trying to accomplish?? Edited January 29, 2012 by Wrench Quote
malibu43 Posted January 29, 2012 Author Posted January 29, 2012 (edited) What you need to do is go into the _data.ini file for each F-4 (ie F-4E_72_data.ini, etc...) and then change the inner pylon bomb station and sidewinder stations to use the same "StationGroupID=" number. Then you will have one dropdown for both the pylon and winder rails where you can select either bombs or winders. ... [LeftInnerWingStation] SystemType=WEAPON_STATION StationID=3 StationGroupID=3 <--- This number StationType=EXTERNAL AttachmentPosition=-2.05,2.74,-1.22 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,LGB,EOGB,NUC,CGR,EOGR,ARM,EP,LP,TER,TLR,RP AttachmentType=NATO,USAF ModelNodeName= ;PylonMass= ;PylonDragArea= LaunchRailNodeName=AGM65_rail_L LaunchRailHeight=0.07 LaunchRailMass=61.23 [RightInnerWingStation] SystemType=WEAPON_STATION StationID=4 StationGroupID=3 <--- This number StationType=EXTERNAL AttachmentPosition=2.05,2.74,-1.22 AttachmentAngles=0.0,-1.0,0.0 LoadLimit=1400 AllowedWeaponClass=BOMB,LGB,EOGB,NUC,CGR,EOGR,ARM,EP,TER,TLR,RP AttachmentType=NATO,USAF ModelNodeName= ;PylonMass= ;PylonDragArea= LaunchRailNodeName=AGM65_rail_R LaunchRailHeight=0.07 LaunchRailMass=61.23 ... [sidewinderStation1] SystemType=WEAPON_STATION StationID=10 StationGroupID=2 <--- This number StationType=EXTERNAL AttachmentPosition=-2.32,2.63,-1.12 AttachmentAngles=0.0,-1.0,90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=NATO,USAF ModelNodeName=missile_rails_L PylonMass= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [sidewinderStation2] SystemType=WEAPON_STATION StationID=11 StationGroupID=2 <--- This number StationType=EXTERNAL AttachmentPosition=2.32,2.63,-1.12 AttachmentAngles=0.0,-1.0,-90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=NATO,USAF ModelNodeName=missile_rails_R PylonMass= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [sidewinderStation3] SystemType=WEAPON_STATION StationID=12 StationGroupID=2 <--- This number StationType=EXTERNAL AttachmentPosition=-1.77,2.63,-1.12 AttachmentAngles=0.0,-1.0,-90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=NATO,USAF ModelNodeName=missile_rails_L PylonMass= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= [sidewinderStation4] SystemType=WEAPON_STATION StationID=13 StationGroupID=2 <--- This number StationType=EXTERNAL AttachmentPosition=1.77,2.63,-1.12 AttachmentAngles=0.0,-1.0,90.0 LoadLimit=90.72 AllowedWeaponClass=IRM AttachmentType=NATO,USAF ModelNodeName=missile_rails_R PylonMass= LaunchRailNodeName= MinExtentPosition= MaxExtentPosition= ... Just a word of advice - Trying to make it so that no "inaccurate" loadouts can possibly be loaded from the custom loadout menu can become a huge headache (maybe not in this case, but in other cases...). I used to do that, but simply rely on the loadout.ini file to give me accurate loadouts by default. It's much easier and keeps me saner. Edited January 29, 2012 by malibu43 Quote
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