shomu1 Posted February 7, 2015 Posted February 7, 2015 Hello everyone, Quick question. I'm trying to mount Brimstones on a slightly modded F-14D with Avionics_70 from the TMF pack and was having issues getting the proper triple launcher to appear. The missiles appear and fire fine, but when I select 6x Brimstone in the loadout option they come loaded on a triple Maverick rail instead of the triple Brimstone launcher. I was wondering if there's a way to force the game to mount the Brimstones on their proper launcher, be it through editing the aircraft's data file or the weapon's file. For reference the relevant mods I've downloaded are TMF's Tomcat pack and KillerBee's Ordnance Shop 2. Thanks in advance for your help Quote
FastCargo Posted February 7, 2015 Posted February 7, 2015 Altering the LOADOUT.INI file would force the missiles to load on the proper rack as defined in the LOADOUT.INI. I'm trying to think of another way to do so... FC Quote
+RAVEN Posted February 7, 2015 Posted February 7, 2015 I've done it using 'SpecificStationCode' I duplicated the weapons rack, changed the name and gave it a code. Then had to add a weapons station to the aircraft _Data.ini with just that AlowedWeaponsClass and the same code. Then added it all to the loadeout.ini. It's a lot of editing,but it works. I forgot to add that the fun part is making sure it doesn't mess up the other weapons of the same type that the aircraft can carry. Quote
Wrench Posted February 7, 2015 Posted February 7, 2015 example: Loadout[01].WeaponType=bigbombLoadout[01].Quantity=6 Loadout[01].Racktype= <------defined here in loadout ini Quote
shomu1 Posted February 8, 2015 Author Posted February 8, 2015 Ah, thanks. Next question, what if I want it to select the proper rack with a customized loadout, (i.e. one not defined in the loadout file of the aircraft but rather created in the loadout editor before a mission)? Quote
FastCargo Posted February 8, 2015 Posted February 8, 2015 Ah, thanks. Next question, what if I want it to select the proper rack with a customized loadout, (i.e. one not defined in the loadout file of the aircraft but rather created in the loadout editor before a mission)? That's a good question... FC Quote
Wrench Posted February 8, 2015 Posted February 8, 2015 I don't think that's possible perhaps only with a "year specific" loadout something like this: [strike_LGB_85]Nation=FrenchNavyStartDefaultDate=1985DefaultFor=StrikeLoadout[01].WeaponType=AtlisIILoadout[01].Quantity=1Loadout[02].WeaponType=Tank_SUE_GrayLoadout[02].Quantity=1Loadout[03].WeaponType=Tank_SUE_GrayLoadout[03].Quantity=1Loadout[04].WeaponType=BGL400Loadout[04].Quantity=1Loadout[05].WeaponType=BGL400Loadout[05].Quantity=1 Quote
shomu1 Posted February 8, 2015 Author Posted February 8, 2015 Ah, I see. I guess I'll just have to deal then. Thanks, guys. Quote
FastCargo Posted February 8, 2015 Posted February 8, 2015 There used to be a way you could do it with a Weapondata.ini/dat file. If you organized the racks from smaller capacity to bigger, the sim would use the first one that would meet all the parameters. But since we don't use weapondata.ini/dat files anymore... FC Quote
Nyghtfall Posted February 8, 2015 Posted February 8, 2015 Maybe I'm getting this wrong, but you could create a new weapon in the weaponsfolder from the rack that links to the according missile/bomb? This way you use it like any other weapon and don't have to care for the rack used. This is from NATO-Fighters "AGM-65B_LAU-117_GAF.INI". Something like a 1-shot-Rocketpod (Yours would be 3-Shot then). [WeaponData001]TypeName=AGM-65B_LAU-117_GAFFullName=AGM-65B on LAU-117 <-- name in loadout-menuModelName=LAU-117_GAF <-- the rackMass=53.000000Diameter=0.500000Length=2.2170000SubsonicDragCoeff=0.200000SupersonicDragCoeff=0.770000AttachmentType=W_GermanySpecificStationCode=NationName=WGermanyStartYear=1972EndYear=2040Availability=3BaseQuantity=54Exported=TRUEExportStartYear=1972ExportEndYear=2040ExportAvailability=3WeaponDataType=2RailLaunched=FALSERocketTypeName=AGM-65B_GAF <-- the weapon used on the rackNumRockets=1ROF=1.000000FireEffectName=FireEffectTime=0.000000FrontCoverNodeName=RearCoverNodeName=ShowRockets=TRUERocket01Position=0.000000,0.000000,-0.055000 Quote
shomu1 Posted February 8, 2015 Author Posted February 8, 2015 Huh, interesting. But wouldn't you have the issue of the missile having no guidance since the game is technically treating it as an unguided rocket? (Sorry if I missed something, I just got started messing around with mods for this a few days ago and still haven't worked my way through the nuts and bolts) Quote
+RAVEN Posted February 8, 2015 Posted February 8, 2015 The method I used will let you select the proper rack and it doesn't have to be defined in the loadeout.ini, but I ran into problems with other weapons of the same type. And it gets worse if the rack or weapon type can be carried on multiple pylons. Quote
shomu1 Posted February 8, 2015 Author Posted February 8, 2015 Another workaround I was thinking of was simply redefining the Brimstone 3-pack as an ATR instead of a TLR. The only way I could see this causing a problem would be if Brimstones aren't considered to be a weapon type compatible with ATRs. Quote
shomu1 Posted February 8, 2015 Author Posted February 8, 2015 (edited) EDIT: Turns out that doesn't work since Brimstones are considered to be EOGRs by the game, and thus their associated rails are TLRs. Oops. Stock loadouts it is. :P (Sorry for the double post, wouldn't let me edit the previous one) Edited February 8, 2015 by shomu1 Quote
FastCargo Posted February 8, 2015 Posted February 8, 2015 Okay, I just tried this. Go ahead, and use the TW Weapons Editor to open up your weapons folder. It will list all the weapons you have. Select the Brimstone rack and use the Up 10 button to move it to the top of the list. Then hit the Save dat/ini button to create a weapondata.ini/dat file. Try that and see if the Brimstone racks load properly when you select the Brimstone. FC Quote
shomu1 Posted February 8, 2015 Author Posted February 8, 2015 (edited) Nope, still Maverick rails showing up. I may have messed up something in the process of creating a dat/ini though. Should I duplicate the Brimstone rack entry that shows up in the weapon editor and move that to the top? Also should I rename it, or just leave it as weapondata.ini? Edited February 8, 2015 by shomu1 Quote
FastCargo Posted February 8, 2015 Posted February 8, 2015 No, you need to move the Brimstone 3 rack to the top. No duplicate needed. Also, besides the weapondata.ini, the weapondata.dat needs to be there. FC Quote
Wrench Posted February 8, 2015 Posted February 8, 2015 aren't those not used anymore (per se) in SF2? What with the individual, folderized weapons, with their own _data.ini inside? Quote
yakarov79 Posted February 8, 2015 Posted February 8, 2015 (edited) You can depend on weapondata.ini /dat file still. It just need to be in Weapondata folder. Entry in own_data.ini must be same as in global weapondata.ini. This allows to put weapons in any order in game (alphabetical/nonalphabetical by weight, year, type etc.) edit. But thist still will not allow you using selected rack throu loadout menu. I think only loadout.ini file. I had the same problem with BGM-71 and launchers. Interesting thing is that this issue is not present in SF1 series. Edited February 8, 2015 by yakarov79 Quote
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