BombCat Posted March 2, 2005 Posted March 2, 2005 Is there someone who can fix my problem? My problem is that when I have made a weapon using the weapon editor the weapon is`nt on the list and it would be very nice if that would work. My Game is Strike Fighters Project 1 By the way does it needs a Weapon model or can I use an already used Model. Quote
+Fubar512 Posted March 15, 2005 Posted March 15, 2005 You mean that the weapon is not available as a loadout for the aircraft in question, right? If that's the case, copy and paste that particular weapon's entry from your weapondata.ini file onto a reply, and then tell us which aircraft you'd like to use it with. We'll see if we can make it work for you Quote
BombCat Posted March 16, 2005 Author Posted March 16, 2005 here is the weapon. The i want to make is: [WeaponData624] TypeName=RDS-5 FullName=RDS-5 80 KT Bomb ModelName=Rds-4 Mass=1000.000000 Diameter=0.760000 Length=2.960000 AttachmentType=WP,SOVIET NationName=SOVJET StartYear=0 EndYear=0 Availability=0 BaseQuantity=1 Exported=FALSE ExportStartYear=0 ExportAvailability=0 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE Streamlined=FALSE FinStabilized=FALSE SpinStabilized=FALSE EffectClassName=NuclearBombEffect WarheadType=14 Explosives=80000.000000 FusingDistance=500.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0.000000 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LaunchReliability=0.000000 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 It is only a Fantasy Weapon. The airplanes is the Tu-22 or the tu-16A,C,G Quote
+Fubar512 Posted March 16, 2005 Posted March 16, 2005 Ok, I'll give it a try when I get home this evening, and see what I can come up with, for now, here's some info that you may find helpful in enabling a nuclear weapon: Enabling Nukes in SFP1 & WoV Step one: get the latest weapons pack from Bunyap Step two: get the SFP1 extraction utility (SFP1E) Step three: get the latest nuke effects pack HERE Install and setup the above files/apps as per the instructions supplied with them. Now, on to the real meat and potatoes, adding a nuclear warhead to an existing weapon. Lets create an AIM-54A Nuclear Phoenix (I know, I know, there probably is no such animal). First, using the weapons editor, open up your weapondata.ini file. It should be located in your Strike Fighters (or WoV)Objects/Weapons folder. When you open up the weapdata.ini, you should see a list of the available weapons in the left hand pane. Scroll down until you see "AIM-54A". Highlight it, then, press the "Copy Weapon" button. You will now have a copy of the weapon at the bottom of the field. Highlight the new entry, then press the "Edit Weapon Button". This will open up a new window which will allow you to edit a whole bunch of parameters. The entries that most be edited are: Warhead Type, Explosive Mass, and Effect Class Name, and Bomblets. From experience, I've found that using "Cluster: Incendiary", as opposed to "Nuclear Fission", or "Nuclear Fusion", works EVERY TIME. You must also define the number of "Bomblets", which in our case, is one (that must be one helluva bomblet!) The explosive mass that we're using here is a result of trial and error by myself and USAFMTL. It achieves the desired effect, that is, it will swat a whole flight of TU-16s right out of the sky by simply detonating in close proximity to them. That's right, kiddies, a direct hit is not required here :D The fuzing distance helps to ensure that the weapon doesn't take you, and your wingmen out, as well ;) Now, we'll need to associate an effect with the new weapon. Since this is an air-to-air weapon, and the event will most likely take place high above Terrafirma, we'll use the "aerialnuke" effect (without the quotes). Type that into the field marked "Effect Class Name". If it was an air-to-ground munition (SRAM, B-61, etc.) we'd use the "nukeexplosioneffect", which simulates a ground burst (We're currently working on a nuke effect that simulates a nuke detonating on the ocean's surface) It would also be nice, though not really necessary, to give our new creation a name. You'll see that I christened this monster (Type) "Aim-54A/N", and gave it a full name of "AIM-54A Nuclear Phoenix". Hit the "OK" button to save the changes, then hit the "Save" button to create an updated weapondata.ini and a new weapondata.dat file. Last, but not least, don't forget to edit the missileobject.ini file as per the instructions supplied with the nuke effects pack. The results: The AIM-54A/N just took out a gaggle of SU-17s at a range of 25 nm. Quote
+Dave Posted March 16, 2005 Posted March 16, 2005 here is the weapon. The i want to make is: [WeaponData624] TypeName=RDS-5 FullName=RDS-5 80 KT Bomb ModelName=Rds-4 Mass=1000.000000 Diameter=0.760000 Length=2.960000 AttachmentType=WP,SOVIET NationName=SOVJET <------------------------------------------- StartYear=0 EndYear=0 Availability=0 BaseQuantity=1 Exported=FALSE ExportStartYear=0 ExportAvailability=0 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE Streamlined=FALSE FinStabilized=FALSE SpinStabilized=FALSE EffectClassName=NuclearBombEffect WarheadType=14 Explosives=80000.000000 FusingDistance=500.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0.000000 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LaunchReliability=0.000000 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 It is only a Fantasy Weapon. The airplanes is the Tu-22 or the tu-16A,C,G <{POST_SNAPBACK}> You have a typo. I bet that could be part of the problem. Look above at the arrow. Quote
+Fubar512 Posted March 16, 2005 Posted March 16, 2005 You have a typo. I bet that could be part of the problem. Look above at the arrow. <{POST_SNAPBACK}> He also needs a 3D-model, and defining the wep's end-of-service date would help, as well. The FAB-1000 model would probably be the closest match, size and shape-wise. Quote
+Fubar512 Posted March 17, 2005 Posted March 17, 2005 OK, Here's what I did: [WeaponDataXXX] TypeName=RDS-5 FullName=RDS-5 80KT Nuclear Bomb ModelName=RDS-4 Mass=1000.000000 Diameter=0.580000 Length=3.000000 AttachmentType=SOVIET NationName=SOVIET StartYear=0 EndYear=0 Availability=0 BaseQuantity=1 Exported=FALSE ExportStartYear=0 ExportAvailability=0 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE Streamlined=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=NukeExplosionEffect DragAreaMultiplier=1.000000 WarheadType=11 Explosives=89999998976.000000 FusingDistance=500.000000 ClusterBomblets=1 ClusterDispersion=0.000000 GuidanceType=0 Accuracy=0.000000 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LaunchReliability=0.000000 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 ReleaseAnimationID=-1 The end result? Out she goes... Down, down, down..... And, we have nuclear detonation! Quote
BombCat Posted March 18, 2005 Author Posted March 18, 2005 By the Way how do i make my own Models of the weapons. What do you use when you create the AIM-54 for eksample?? Ps: I got it to work! Fubar. Quote
+Fubar512 Posted March 18, 2005 Posted March 18, 2005 BombCat, All the models I use are already in the Bunyap's weapons pack. Just make sure that you don't lose any weapons that you've modded when you upgrade, which you may find yourself doing on a regular basis.... :) Quote
2323 Posted December 23, 2007 Posted December 23, 2007 I got the weaponpack and ran the installer, but when I try to start Strike Fighters it quits. Anyone know what's wrong? Quote
2323 Posted December 23, 2007 Posted December 23, 2007 Sorry I meant Bunyap's Weaponpack, I reinstalled it and I can get to the main menu but when I try to go to instant action single mission pilot record or campaign it crashes Quote
+FastCargo Posted December 23, 2007 Posted December 23, 2007 Question: Did you fully patch your SFP1 install first? Did you get the latest weaponspack? FastCargo Quote
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