Jump to content
Sign in to follow this  
Gocko

Several issues with mod folder

Recommended Posts

I have few problems..i have SF2NA as latest installed..

 

i did make new icon and enter it to create automatically mod folder

 

i had to create my own weapons folder and stuff..no matter what ive tryed i didnt had missile on airplanes that i wanted to had

 

first i put those missiles in for example saved games/thirdblabla/SFNA2MOD/Weapons/ >> didnt worked out

 

then i put missiles in airplane folders like saved games/thirdblabla/sfna2mod/objects/aircrafts/mig29/R-27 or whatever.. didnt worked out

 

dunno what to do anymore im pissed..help appreciated..

Share this post


Link to post
Share on other sites

What plane, what weapon, what era?  Most likely the specific plane is not configured to carry the designated weapon.

 

Weapons indeed go the weapons folder. Planes to the Aircraft folder.

 

If you give more details I can help more

 

 

 

And please, ask SF2 NA questions  in the SF2 NA forum )

Edited by Snailman

Share this post


Link to post
Share on other sites

well for example k-100 missile on su27,su30 in latest era..latest year choosen i dont have it in loadout at all

mig 29 - R-27 , R-73 they dont even show up in loadout..and i have them in weapons folder latest era aswell

 

american planes f15 for example thers no amraam 120 at all in loadout and its in weapons folder..

 

im sorry cuz i missed forum :(

Edited by Gocko

Share this post


Link to post
Share on other sites

I'm just about to rework a lot of eastern plane's loadout, including the MiG-29 too. If I remember it has it's own weapons included with the package. I assume you got the Mirage factory addon 2.0

As for the F-15, I can't say, as I have no AMRAAM missile installed.

 

But generally, there are two files to determine if a weapon shows up in the list. In your case,  ..objects/aircraft/MiG-29/MiG-29_data.ini,  ..objects/weapons/AA-10A/AA-10A_data.ini

 

Data have to match:

AllowedWeapon type, Store type (nationality) and availability date in both file.

Weapon length, diameter and weight limits if any. within the plane data.ini.

StationSpecific codes IF present, must be the same in both files. (it is a limitation for some weapons not be loaded elsewhere)

 

Weapon must be in the weapons folder,  the folder name must match the weapon.ini file.   For example,  AA-10C  for AA-10C.ini

In the weapon.ini, the line should point at the correct data.ini
ObjectDataFile=AA-10С_data.INI

It should be different, but in the ini it should be written correctly.

Share this post


Link to post
Share on other sites

i did make new icon and enter it to create automatically mod folder

 

That's where you've gone wrong.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By potentesciamano
      Dear All,
      Today we proudly announce the release of a new, re-edited and upgraded version of the Yankee Air Pirate project known as: "YAP RW Phase One - Enhanced Edition (2025)".
      We have spent more than a year and a half doing our best to correct all the issues, errors and mistakes contained in the original release.  This includes removing assets used without proper permission or those that came from unauthorized sources.  We apologize for the past. We were unaware of many of these aspects and concerns, and therefore we did not respect other's work as we should have done.
      First, we would like to thank those who contributed to the project and gave us help, support, ideas or made their assets available.  We all know that without the brilliant creations of this site, YAP RW could not even exist.  So for that, I extend my sincere thanks to CombatACE for being such a great source of top quality works and talented modders.
      For this release, we have paid special attention to the Credit List, doing our best to cite authors and ensure proper credit has been given.  We realize that with all the complexities and edits that have been done, it’s very possible we may have forgotten to include credits for certain works or there may be inaccuracies with our source citations.  If that is the case, please let us know and we will immediately correct it. 
      That being said, people should fully respect that all of the models/assets in our project cannot be used anywhere else without our direct permission, they remain exclusive to this project like John would have wanted but also allows us to better manage artist permissions so we hopefully don’t have any future concerns. 
      Please keep in mind that the YAP RW project is made by fans for fans. None of us were part of the original development team, and we never made a single cent out of the old payware products (plus we have no control over the old homepage and purchase options).  We do not have debts with anybody for the old assets bought by John Shelton during the YAP1/2/3 Era and are only looking forward at this point.  
      We legally bought all the 10 asset packs, installed them while still running WOV and then decided to challenge ourselves by trying a conversion to the SF2 engine.  We knew we were going to lose many unique features including aerial refueling, low clouds, carrier catapult positioning and more.  But we thought it was still worth the effort.  We worked a lot before releasing this version, but we know it is not perfect. We tried to correct all the errors, but there are bound to be mistakes and oversights and for now we feel satisfied with the current state.   
      If anyone has suggestions to make it better, well we are open to proposed fixes and improve what we can.  We have a group on Facebook, and because it is already well established we plan to continue to use this as a primary collaboration forum.  It's a private group, since we had to defend ourselves from hackers and so on, but the group is free and open to anyone who wants to join in. You are all welcome, just show us you want to support and appreciate the project and there will be no issues. Of course, we do not like denigrators, haters, detractors, generic trouble makers just like they are not welcomed here.  
      That's all. The new YAP RW version is free and is available for download on our new, independent homepage: www.yap-revamp-works.com, along with all the other chapters we revamped so far.  This version there are 102 missions (92 combat plus 10 training), all revamped in chronological order and in logical sequence: we decided to go back to the original idea of reconstructing the Vietnam Air War per year and therefore will cover the early period from 1954 to 1966.
      We will be honored to hear your comments, suggestions or any screenshots or videos you might make.  And maybe you would be willing to contribute even more to the project.  Thank you for your collaboration and have a nice day in the skies. 
      The YAP RW Team
      Website and download pages: https://www.yap-revamp-works.com/








    • By JamesWilson
      Hi,
      a couple of months ago i discovered this gorgeous total conversion called "Yankee Air Pirate", and that the "REVAMP" edition for SF2 (the original one was for WOV) existed, and other awesome total conversions like "Drug Wars" and "Flight School" too, so i got ready to download them, but since i hadn't enough space at the time, i waited.
      Now i come back on the website to find out all the links and pages about the revamp are gone, there's only the original ones for SF1 series.
      Do anyone of you know why they're gone? Will they come back? They're maybe updating the mods?
      Thanks
    • By JamesWilson
      Hi everyone,
      I recently got into weapon modding and wanted to edit some missiles.
      I went for the Weapons Folder with the Weapons Editor, and some weapons were missing, even tho i can see them and equip them in-game.
      I wanted to edit the AA-2D Atoll for my Su-22M3, but there's no AA-2 folder inside Weapons folder, nor inside plane folder, even tho the missile is equippable and i can see it/use it in-game.
      Since there's no Atoll folder, i have no idea how is it possible for me to have it in-game, and even less i know on how am i supposed to edit it through Weapons Editor, since i can't select the folder.
      I thought it may be a sort of "built-in-game" missile and for this reason not showing in weapons folder (idk i just made an hypothesis).
      So i tried using the CAT Extractor, but seems like not working... no matter which CAT file i select, it says "error opening this .CAT file, no files can be extracted", how's that? How do i fix it? Am i doing something wrong?
      Thank you in advance for helping me fixing all these issues or helping me find what i'm doing wrong
    • By JamesWilson
      Hi everyone,
      I'm trying to recreate the 1st Gulf of Sidra Incident with my F-14A Tomcats and my Su-22M3 Fitters, doing it extremely historically accurate, paying attention to every little detail.
      So far i've done everything, and it's almost identical to the real one, but there's ONE issue i can't figure out, let me explain:
      During the morning of the 19th of August 1981 two F-14A Tomcats intercepted two Libyan Su-22M3 Fitters in the Gulf of Sidra.
      The Fitters were equipped with two AA-2 "Atoll".
      Just before the merge, while nose-to-nose, one of the two Fitters fired a missile to one of the two Tomcats, but being the missile a very old and primitive heatseeker, it started tracked and going for the Tomcat, but as soon as the F-14 made a slight break, the Atoll lost its track.
      The PROBLEM IS:
      There's no way i can make the Fitters shoot the missiles before merging, if only the AA-2, or any other equippable missile was all-aspect or radar guided just like the R-23, i think it would work.
      I tried having a head-on merge with two Mig-23 Floggers equipped with radar guided R-23s and they shot at me before merging.
      I tried all other available missiles and nothing changed, some didn't show either.
      I tried copying and pasting the Data file from the Aim-7 to the R-60 Data file, and nothing changed.
      I tried changing the loadout file to R-23, but the Fitters show up without any weapon since there's no R-23 option in loadout for Su-23M3s, so i think it's not possible to have them (and would be historically inaccurate too).
      I tried changing enemy difficulty from Normal to Hard, but nothing changes still.
      The only thing the Fitters do is shooting their guns just before the merge, but no missiles are fired when nose-to-nose.
      Is there a way to fix this? A way i can make my Fitters fire at least one of their missiles when we're nose-to-nose, just like when i got nose-to-nose against Floggers equipped with R-23s?
      Is it a problem with the enemy AI? Or with the missiles? Or maybe even with the Su-22M3 Fitter i'm using?
      Thank you very much for helping me
    • By JamesWilson
      Hi,
      after seeing the TMF F-14 has wrong and inaccurate speed and fuel indicators, i found out the default Third Wire F-14 has working and accurate ones, but i dont wanna use it cause the TMF Tomcat is better and the cockpit too more realistic too, so can you switch the speed and fuel indicators on the TMF F-14 with the default Third Wire F-14? And for fuel too? Do you need to 3D model and/or do something else other than edit some text files?
       And is it or it's not possible to do?
      Down here are 2 pictures from the correct cockpit in the default Third Wire F-14:


      And 2 from the TMF F-14 (the inaccurate one):


       
      Thanks for helping.
×

Important Information

By using this site, you agree to our Terms of Use, Privacy Policy, and We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue..