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malibu43

SF2 F-4 Loadout Mod

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(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:

 

  1. 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.
  2. 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).
  3. 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 by malibu43

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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 by malibu43

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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

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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)...

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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 by Wrench

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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. :wink:

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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! :lol:

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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 :grin: ), 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... :grin:

Edited by malibu43

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Some of what I have so far:

 

gallery_28867_634_29370.jpg

 

gallery_28867_634_118288.jpg

 

gallery_28867_634_69385.jpg

 

gallery_28867_634_54301.jpg

 

 

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 by malibu43

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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?

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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!

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a callout of "0" items to be loaded is easier and requires no deletiion of lines

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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 :grin:

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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. :huh:

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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)

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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. :huh:

 

 

see my answer above. it will do exactly that

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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 by Joe Hallenbeck

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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 by Wrench

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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 by malibu43

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