Jump to content
Sign in to follow this  
SkyStrike

Loadout Issues with F-15E's & F-16's Especially in Strike missions

Recommended Posts

Dear All,

 

I seem to be experiencing loadout issues with the F-15E's (Strike Eagle Family) & F-16's especially on strike misssions.

 

The Strike/Silent Eagles don't seem to have guided A/G weapons loaded by default when 'strike mission' is selected. The F-15SE  has to be armed manually from scratch irrespective of an A/A or A/G mission.

 

A similar issue is encountered with the F-16C/D pack on Ground attack/strike missions.... and the AA loadout of the F-16 with 2 Sidewinders on the wingtips and 4 AMRAAMS underwing don't seem to show up in the loadout screen even though the loadout entries exist on the Given .ini's

 

Even refreshing the mod folders as Viper63 suggested in an earlier issue i faced didn't work.... 

 

Not trying to find fault but requesting assistance.

 

Thanks...

Edited by SkyStrike

Share this post


Link to post
Share on other sites

My PC is down...So I can't do much at the moment. The load out was mostly configured by Fanatic Modder and Spudknocker. Can you PM them to take a look? Also, did you try selecting your mod folder and resetting the attributes? Uncheck "Read Only" and select change sub folder and apply...


Posted 17 October 2016 - 11:18:29 PM

I think you need to reset the attributes of the files...

 

1) Right Click your game mod folder > Properties

2) Uncheck any box that is checked in the Attribute section at the bottom of the General tab...

3) Click the Apply button...

4) Make sure Apply to this folder and sub folders is checked in the pop up window...

5) Click OK on the pop up window...wait...

6) Click OK from the General tab...

 

Try it now and let me know...

 

V

Share this post


Link to post
Share on other sites

Could it be the modders tried to get around the AI limitation?
Historically, TW broke the AI to the point they are unable to use Laser Guided Bombs.
As such, on some of the bigger mods (By eburger68) Laser guided bombs have been made "dumb" or TV Guided to allow the AI to use them.

Because of this, usually for your own aircraft you gotta select the weaponry you want, rather than let the game handle it.
That said, some of the "dumb" bombs actually look like Pave-ways, and thus allowing you to take out targets of opportunity that cannot be locked on (ammo dumps, factories, etc) while still preserving the overall look of the aircraft.

Share this post


Link to post
Share on other sites

Also you may be seeing empty weapon stations on the loadout screens for custom asymetrical loadouts or special combos of weapons that will show up in the mission... take a look at the loadout files of the jets to see

Share this post


Link to post
Share on other sites

I remember a number of munitions broke at different patch levels, so this got me curious.  I recall at one point the AI didn't want to drop LGBs, and I can't remember if it ever broke JDAMs (which I believe are actually coded as EOGBs, or were at one point).  So, I flew a couple of strikes in the F-14D.  The AI successfully engaged with GBU-10 laser-guided bombs with LANTIRN pod attached, and successfully engaged with GBU-31 JDAMs.  Dumb fall bombs work as well, so it seems like the AI can use these guided munitions again.  Will have to see how the F-15E loadouts work.

 

ADDED:

Went ahead and tested the F-15E with a variety of default loadouts.  What it looks like is that the Loadout.ini is automatically putting the correct weapons onto the aircraft, but certain hardpoints aren't being used, so in the loadout screen, it shows "Empty."  We use this trick in the F-14 to load TARPS (differential ALQ/ECA on Phoenix stations 3R & 6R, TARPS on station 4R), and also for loading a single AIM-7 on station 4 with Phoenix on 3R &6R, since station 5 couldn't actually fit an AIM-7 with Phoenix on 3R & 6R (resulting in 2 AIM-54, 3 AIM-7 and 2 AIM-9, or a "2-3-2" loadout).  In the TARPS case, 3R/6R show "Empty" in the loading screen, even though the ALQ-167 and ECA or EFA are loaded, functional, and quite visible in-game.  In the case of the 2-3-2 loadout, the fuselage Sparrow stations (4 & 5) show "Empty" on the loadout screen, even though another AIM-7 is actually loaded on station 4.

 

I tried to manually load the F-15E with bombs on those stations, and apparently, there is a third location in between the front and back bomb hardpoints, which causes 6 bombs to be loaded instead of 4.  This causes large bombs (e.g. GBU-24, GBU-10, GBU-31, etc.) to crunch inside of each other.

 

My question now is: even if it shows "Empty" in the loading screen, do your bombs still appear and function once you actually get in-game?

Share this post


Link to post
Share on other sites

My PC is down...So I can't do much at the moment. The load out was mostly configured by Fanatic Modder and Spudknocker. Can you PM them to take a look? Also, did you try selecting your mod folder and resetting the attributes? Uncheck "Read Only" and select change sub folder and apply...

Posted 17 October 2016 - 11:18:29 PM

I think you need to reset the attributes of the files...

 

1) Right Click your game mod folder > Properties

2) Uncheck any box that is checked in the Attribute section at the bottom of the General tab...

3) Click the Apply button...

4) Make sure Apply to this folder and sub folders is checked in the pop up window...

5) Click OK on the pop up window...wait...

6) Click OK from the General tab...

 

Try it now and let me know...

 

V

 Hi Viper, I tried this suggestion out as you stated earlier For A/A missions, no problems at all with the F-15E's ( Only The Silent Eagle is the issue here).... The F-16's don't have a problem either with A/A missions.. Its only in strike & A/G missions where the problem persists....

 

 

I remember a number of munitions broke at different patch levels, so this got me curious.  I recall at one point the AI didn't want to drop LGBs, and I can't remember if it ever broke JDAMs (which I believe are actually coded as EOGBs, or were at one point).  So, I flew a couple of strikes in the F-14D.  The AI successfully engaged with GBU-10 laser-guided bombs with LANTIRN pod attached, and successfully engaged with GBU-31 JDAMs.  Dumb fall bombs work as well, so it seems like the AI can use these guided munitions again.  Will have to see how the F-15E loadouts work.

 

ADDED:

Went ahead and tested the F-15E with a variety of default loadouts.  What it looks like is that the Loadout.ini is automatically putting the correct weapons onto the aircraft, but certain hardpoints aren't being used, so in the loadout screen, it shows "Empty."  We use this trick in the F-14 to load TARPS (differential ALQ/ECA on Phoenix stations 3R & 6R, TARPS on station 4R), and also for loading a single AIM-7 on station 4 with Phoenix on 3R &6R, since station 5 couldn't actually fit an AIM-7 with Phoenix on 3R & 6R (resulting in 2 AIM-54, 3 AIM-7 and 2 AIM-9, or a "2-3-2" loadout).  In the TARPS case, 3R/6R show "Empty" in the loading screen, even though the ALQ-167 and ECA or EFA are loaded, functional, and quite visible in-game.  In the case of the 2-3-2 loadout, the fuselage Sparrow stations (4 & 5) show "Empty" on the loadout screen, even though another AIM-7 is actually loaded on station 4.

 

I tried to manually load the F-15E with bombs on those stations, and apparently, there is a third location in between the front and back bomb hardpoints, which causes 6 bombs to be loaded instead of 4.  This causes large bombs (e.g. GBU-24, GBU-10, GBU-31, etc.) to crunch inside of each other.

 

My question now is: even if it shows "Empty" in the loading screen, do your bombs still appear and function once you actually get in-game?

 
Hi Caesar, I haven't tried it out with all sub-variants of the F-15E but as far as the Silent Eagle is concerned.. it shows up with a zero default loadout irrespective of an A/A or A/G mission.... all weapons need to be manually loaded both for my plane as well as my wingmen....

Yes that's what i keep seeing... Will check and revert....

Edited by SkyStrike

Share this post


Link to post
Share on other sites

I remember a number of munitions broke at different patch levels, so this got me curious.  I recall at one point the AI didn't want to drop LGBs, and I can't remember if it ever broke JDAMs (which I believe are actually coded as EOGBs, or were at one point).  So, I flew a couple of strikes in the F-14D.  The AI successfully engaged with GBU-10 laser-guided bombs with LANTIRN pod attached, and successfully engaged with GBU-31 JDAMs.  Dumb fall bombs work as well, so it seems like the AI can use these guided munitions again.  Will have to see how the F-15E loadouts work.

 

ADDED:

Went ahead and tested the F-15E with a variety of default loadouts.  What it looks like is that the Loadout.ini is automatically putting the correct weapons onto the aircraft, but certain hardpoints aren't being used, so in the loadout screen, it shows "Empty."  We use this trick in the F-14 to load TARPS (differential ALQ/ECA on Phoenix stations 3R & 6R, TARPS on station 4R), and also for loading a single AIM-7 on station 4 with Phoenix on 3R &6R, since station 5 couldn't actually fit an AIM-7 with Phoenix on 3R & 6R (resulting in 2 AIM-54, 3 AIM-7 and 2 AIM-9, or a "2-3-2" loadout).  In the TARPS case, 3R/6R show "Empty" in the loading screen, even though the ALQ-167 and ECA or EFA are loaded, functional, and quite visible in-game.  In the case of the 2-3-2 loadout, the fuselage Sparrow stations (4 & 5) show "Empty" on the loadout screen, even though another AIM-7 is actually loaded on station 4.

 

I tried to manually load the F-15E with bombs on those stations, and apparently, there is a third location in between the front and back bomb hardpoints, which causes 6 bombs to be loaded instead of 4.  This causes large bombs (e.g. GBU-24, GBU-10, GBU-31, etc.) to crunch inside of each other.

 

My question now is: even if it shows "Empty" in the loading screen, do your bombs still appear and function once you actually get in-game?

On your F-14D strikes, were all the aircraft that engaged with EOGBs/LGBs part of your flight or total AI generated units? I find AI jets in the player's flight tend to employ most weapon systems but other AI flights don't drop LGBs or EOGBs at all. They just continue over their targets & unless they're disturbed by AA,SAMs or fighters they continue on till the edge of the map. Not great during escort missions!

Dumb bombs are fine & they'll engage enemy defences with HARMs/ALARMs with no issues and most of the time EOGRs/LGRs work well enough during CAS missions - except when the AI has trouble lining up their shots.

Share this post


Link to post
Share on other sites

TempestII,

 

Looks like you're right!  I did the initial test with my own flight.  Just re-ran as an escort with one group armed with LGB's with LANTIRN pods, and they did absolutely nothing once they got to the target area.

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  

×

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..