+Eagle114th Posted April 21, 2021 Posted April 21, 2021 (edited) Hello everyone, I have a question about the location of weapons .ini files. I have been looking for it using CAT extractor. I am unable to find the .ini files for the weapons in SF2. May I ask if anyone know where I can find it? If someone knows which weapons pack is up-to-date and is released for SF2, please let me know too. I will contact author about tweaking their .ini for weapons, respectfully. If the permission is approved, I will start .ini dancing through a long list of weapons. The information and advice are much appreciated, as always. I am still looking for files again in SF2. I am working on the project that sorts the weapon list like I did with the aircraft list. Cheers! Edited April 21, 2021 by Eagle114th Quote
+ravenclaw_007 Posted April 21, 2021 Posted April 21, 2021 Folder ObjectData001 , WEAPONDATA.ini 1 1 Quote
+Eagle114th Posted April 21, 2021 Author Posted April 21, 2021 6 hours ago, ravenclaw_007 said: Folder ObjectData001 , WEAPONDATA.ini Sir, thank you very much! I am going to roll my sleeves again and start working on this project. By the way, I am a fan of your weapon pack series work. I found it recently on this forum. It looks great! Quote
+Eagle114th Posted April 22, 2021 Author Posted April 22, 2021 (edited) I have a problem with the updated Weapondata.ini. After finishing editing and renaming all weapons in weapondata.ini, I moved both weaponsdata.ini / DAT files to SF2 -> Objects -> Weapons -> Weapondata and started SF2. It appears that not all ordinance name is updated in SF2 yet, only a few. Here is screenshot Notice that only a few weapons with new names show up while the rest still show an original name. For example, for AIM-7E Sparrow, I renamed it as: (AAM) AIM-7E Sparrow (SARH) and it still shows up as AIM-7E Sparrow. Am I doing something else wrong? [WeaponData028] TypeName=AIM-7E-4 FullName=(AAM) AIM-7E-4 Sparrow (SARH) ModelName=aim-7e Mass=193.690002 Diameter=0.200000 Length=3.670300 SubsonicDragCoeff=0.440000 SupersonicDragCoeff=0.615000 AttachmentType=USN SpecificStationCode= NationName=USN StartYear=1974 EndYear=1980 Availability=2 BaseQuantity=6 Exported=TRUE ExportStartYear=1974 ExportEndYear=0 ExportAvailability=2 WeaponDataType=1 RailLaunched=FALSE RocketPod=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE HasGrowl=FALSE EffectClassName=MediumMissileEffects ReleaseDelay=0.200000 WarheadType=0 Explosives=30.000000 FusingDistance=2.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=12 Accuracy=60 MaxTurnRate=15.000000 MaxLaunchG=5.000000 LockonChance=80 LaunchReliability=75 ArmingTime=1.000000 SeekerFOV=5.000000 SeekerGimbleLimit=46.000000 SeekerTrackRate=16.000000 SeekerRange=28000.000000 CLmax=14.000000 MinFreq=0.000000 MaxFreq=0.000000 MinLaunchRange=500.000000 MaxLaunchRange=28000.000000 Duration=70.000000 CounterCountermeasure=70.000000 NoiseRejection=30.000000 CapabilityFlags=0x00000008 LoftAngle=0.000000 DescentAngle=0.000000 MaxLoftAltitude=0.000000 BoosterStart=0.500000 BoosterDuration=2.800000 BoosterAccel=21.600000 BoosterEffectName=MissileFireEffect BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.835150,0.000000 SustainerDuration=0.000000 SustainerAccel=0.000000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.835150,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 EODisplayFlags=0 CEP=0.000000 Edited April 22, 2021 by Eagle114th Quote
+Wrench Posted April 22, 2021 Posted April 22, 2021 This "new" system may not work due to how the cat file system works. You'll probably have to make a folder for every single weapons listed. Inside that, you'll need all new inis and data inis for every single weapon (including stock ones) with this "new" naming system. Typename= would probably stay the same, as that's what's being read by the loadout ini (of each and every single aircraft -- pray that you don't have to edit them, as well). The FullName=, as you know, and have editied, is what's seen on the loadout screen. It should work as you wish BTW, editing the weaponsdata ini hasn't been needed since SF2 came out. You folderize all the new weapons and place them in the /Objects/Weapons folder. It's been a 'drag and drop' since day1. Hence, what I'm thinking that you have to do the whole thing from scratch, individually folderized. 1 Quote
+Eagle114th Posted April 22, 2021 Author Posted April 22, 2021 5 minutes ago, Wrench said: This "new" system may not work due to how the cat file system works. You'll probably have to make a folder for every single weapons listed. Inside that, you'll need all new inis and data inis for every single weapon (including stock ones) with this "new" naming system. Typename= would probably stay the same, as that's what's being read by the loadout ini (of each and every single aircraft -- pray that you don't have to edit them, as well). The FullName=, as you know, and have editied, is what's seen on the loadout screen. It should work as you wish BTW, editing the weaponsdata ini hasn't been needed since SF2 came out. You folderize all the new weapons and place them in the /Objects/Weapons folder. It's been a 'drag and drop' since day1. Hence, what I'm thinking that you have to do the whole thing from scratch, individually folderized. Understood, your advice is much appreciated. I will do this way. I will do a few experiments with the AIM-9s and AIM-7s family first. Then see how it goes. If it all works out very well, then I will go this way. Cheers! 1 Quote
+Eagle114th Posted April 22, 2021 Author Posted April 22, 2021 GOOD NEWS! Looks like it is working! I was renaming all AIM-9s family in SF2 in a method as Wrench explained. I am able to display all AIM-9s updated names! 1 Quote
+Eagle114th Posted April 22, 2021 Author Posted April 22, 2021 It appears that there is probably a bug with Mk.20 Rockeye II. I renamed Mk.20 Rockeye II, it made two names with and without new names at the same time. I did double-checked everything and still is confused by this. Another ordinance works successfully though. Can anyone test and see if anyone experiences the same problem with Rockeye II? I placed the following three files into MK20_ROCKEYE_II folder in Weapons folder (SF2): MK20_ROCKEYE_II.INI MK20_ROCKEYE_II_DATA.INI ROCKEYE.BMP MK20_ROCKEYE_II.INI CODES: [WeaponData] ObjectDataFile=MK20_ROCKEYE_II_DATA.INI [LOD001] Filename=rockeye.lod Distance=100 [LOD002] Filename=rockeye_LOD2.lod Distance=250 [LOD003] Filename=rockeye_LOD3.lod Distance=1000 [Shadow] CastShadow=TRUE ShadowCastDist=10000 MaxVisibleDistance=100 MK20_ROCKEYE_II_DATA.INI codes: [WeaponData001] TypeName=Rockeye FullName=(CBU) Mk.20 Rockeye II ModelName=rockeye Mass=216.000000 Diameter=0.332000 Length=2.337000 SubsonicDragCoeff=0.224000 SupersonicDragCoeff=0.788000 AttachmentType=NATO SpecificStationCode= NationName=USAF StartYear=1968 EndYear=1996 Availability=2 BaseQuantity=12 Exported=TRUE ExportStartYear=1968 ExportEndYear=1996 ExportAvailability=2 WeaponDataType=0 RailLaunched=FALSE Retarded=FALSE FinStabilized=TRUE SpinStabilized=FALSE EffectClassName=ClusterBombEffects DragAreaMultiplier=1.000000 WarheadType=9 Explosives=100.000000 FusingDistance=100.000000 ClusterBomblets=50 ClusterDispersion=0.500000 GuidanceType=0 Accuracy=0 MaxTurnRate=0.000000 MaxLaunchG=0.000000 LockonChance=0 LaunchReliability=0 ArmingTime=0.000000 SeekerFOV=0.000000 SeekerGimbleLimit=0.000000 SeekerTrackRate=0.000000 SeekerRange=0.000000 LiftDragRatio=4.000000 ReleaseAnimationID=1 ReleaseAnimationTime=0.200000 ReleaseAnimationDelay=0.100000 EODisplayFlags=0 CEP=20.000000 Here is a screenshot with the strange bugs with Mk.20 Rockeye II: Quote
+Menrva Posted April 22, 2021 Posted April 22, 2021 1 hour ago, Eagle114th said: I placed the following three files into MK20_ROCKEYE_II folder in Weapons folder (SF2): Why? The Rockeye is a stock weapon. By doing what you did, you actually created another copy of the weapon, and you modified this copy, not the original weapon. If your plan is to rename all stock weapons, your Weapons folder must be clean, you must edit only the WeaponData.ini file. Any other weapon subfolders you add may create additional, unwanted copies of stock weapons 1 Quote
+Eagle114th Posted April 22, 2021 Author Posted April 22, 2021 (edited) 8 hours ago, Menrva said: Why? The Rockeye is a stock weapon. By doing what you did, you actually created another copy of the weapon, and you modified this copy, not the original weapon. If your plan is to rename all stock weapons, your Weapons folder must be clean, you must edit only the WeaponData.ini file. Any other weapon subfolders you add may create additional, unwanted copies of stock weapons I see, your advice is appreciated too. Just for clarifying, weapondata.ini and .dat goes to this directory: SF2 folder -> Objects -> Weapons -> Weapondata Right? This is opportunities for me to learn more about how SF2 works, that way I can edit both weapondata.ini and making new folders for the proper situations. Edited April 22, 2021 by Eagle114th Quote
+Wrench Posted April 22, 2021 Posted April 22, 2021 the .dat file is also no longer used your pathway should be: Objects --> Weapons --> Folder-name-of-weapon --> name-of-weapon.ini, name-of-weapon_data.ini. Also including any skins or lods, if aftermarket units. (exempt are cloned stock weapons, that reference 3W lods) Do you know the format for the folderized _data ini??? example: Quote [WeaponData001] <-----THIS IS REQUIRED!!! TypeName=B25RocketRack FullName=B-25/PBJ Rocket Stubs ModelName=P-51Rkt_Rack Mass=20.000000 Diameter=0.000000 Length=0.866000 SubsonicDragCoeff=0.200000 SupersonicDragCoeff=0.770000 AttachmentType=USAF SpecificStationCode= NationName=USN,USMC,USAF StartYear=1943 EndYear=1959 Availability=2 BaseQuantity=10 Exported=TRUE ExportStartYear=1943 ExportEndYear=1960 ExportAvailability=1 WeaponDataType=2 RailLaunched=FALSE RocketTypeName=HVAR5 NumRockets=1 ROF=0.000000 FireEffectName=RocketPodEffect FireEffectTime=0.150000 FrontCoverNodeName= RearCoverNodeName= ShowRockets=TRUE Rocket01Position=0.000000,0.000000,-0.150000 just making sure :) 1 Quote
+Eagle114th Posted April 23, 2021 Author Posted April 23, 2021 1 hour ago, Wrench said: the .dat file is also no longer used your pathway should be: Objects --> Weapons --> Folder-name-of-weapon --> name-of-weapon.ini, name-of-weapon_data.ini. Also including any skins or lods, if aftermarket units. (exempt are cloned stock weapons, that reference 3W lods) Do you know the format for the folderized _data ini??? example: just making sure :) Roger that, added it to my notes. Cheers! Quote
+Menrva Posted April 23, 2021 Posted April 23, 2021 7 hours ago, Eagle114th said: SF2 folder -> Objects -> Weapons -> Weapondata Right? No. WeaponData.ini must be put simply inside the Weapons folder. That should be the only file in your Weapons folder, if you only want stock weapons with new names. 1 Quote
+Eagle114th Posted April 23, 2021 Author Posted April 23, 2021 (edited) 1 hour ago, Menrva said: No. WeaponData.ini must be put simply inside the Weapons folder. That should be the only file in your Weapons folder, if you only want stock weapons with new names. I tried that with updated Weapondata.ini (All names are changed) and there are no changes occurring in SF2 yet. Perhaps I should fly a mission and let SF2 'update' the text with new names from Weapondata.ini? I will run the further test again. UPDATE: This is strange. If I put the folderized files in Weapons folder, it shows the changes in SF2 (With that buggy Mk.20 Rockeye II as mentioned above). If I put only Weapondata.ini in, there are no changes occurring in SF2 yet. I must have been missing something. I ran the tests with Weapondata.ini only by doing a quick mission and end it, no changes show up in loadout screen yet. Edited April 23, 2021 by Eagle114th Quote
+Menrva Posted April 23, 2021 Posted April 23, 2021 (edited) That is happening because you only edited the .ini file, while the .dat file is still that of the original game, hence you get the original names. You must re-save the .dat file with TW's Weapon Editor. The .ini file is just an interface for the Weapon Editor, the stock weapon data that is truly read by the game is held in the .dat file. Edited April 23, 2021 by Menrva Quote
+Eagle114th Posted April 23, 2021 Author Posted April 23, 2021 1 hour ago, Menrva said: That is happening because you only edited the .ini file, while the .dat file is still that of the original game, hence you get the original names. You must re-save the .dat file with TW's Weapon Editor. The .ini file is just an interface for the Weapon Editor, the stock weapon data that is truly read by the game is held in the .dat file. Menrva and Wrench, I FINALLY DID IT. I actually used TK weapon editor... OH BOY, I SHOULD HAVE used it earlier! (smacks my head on the desk). THANK to you (Menrva) and Wrench for explaining how the system works in SF2. The beauty of TK's Weapon Editor is that it automatically take care of everything I needed for it to do for me. All I have to do is to edit all names from 'FULLNAME=" and use weapon editor to take care of the rest for me. I will make sure to remember to use all tools available out there. It is working beautifully in SF2 now! Here are screenshot: Quote
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