Jump to content

Recommended Posts

Hi everyone, I'm the creator of the J-10A-AR and I'm currently working on some updates for it. The most important one being the addition of missile racks, increasing the number of radar guided missiles up to 6.

With this being said, I will also modify the Air to Air and Attack loadouts. 

The question is, how do I include the racks and the missiles on the loadout.ini file?

If someone can help me, I will be very thankful, and the person will be credited in the Read Me of the update

Have a good flight!

Mariano - Loco01

Share this post


Link to post
Share on other sites

One way to do it is this:


Loadout[17].WeaponType=AIM-120D
Loadout[17].Quantity=2
Loadout[17].RackType=LAU-115CA

You have to have a rack to use in order to mate the missile to it. The other way is to have a specific pylon modeled to the aircraft, which shows a rack for  missiles, but given that you don't have access to the original source model you'll more than likely have to do the above.

And to do the above you have to have 2AR  on the AllowedWeaponClass for the pylon.

Edited by EricJ
  • Like 1

Share this post


Link to post
Share on other sites
3 hours ago, EricJ said:

One way to do it is this:


Loadout[17].WeaponType=AIM-120D
Loadout[17].Quantity=2
Loadout[17].RackType=LAU-115CA

You have to have a rack to use in order to mate the missile to it. The other way is to have a specific pylon modeled to the aircraft, which shows a rack for  missiles, but given that you don't have access to the original source model you'll more than likely have to do the above.

And to do the above you have to have 2AR  on the AllowedWeaponClass for the pylon.

Thanks Eric, it worked!

Looking for the release tonight...

THANK YOU!

Share this post


Link to post
Share on other sites

Yep  no problem!

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
Sign in to follow this  

  • Similar Content

    • 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 JPMoney
      I’m flying an F-16I Sufa mod for Strike Fighters 2 Israel. I’ve modified the loadout ini file in an attempt to change the missile types and positions on the pylons. I’m having a consistent issue with the outer pylons (not the wingtip mounts, but the furthest pylons from the fuselage under the wings). I want these to carry one AMRAAM each, and as far as I can tell I have modified the loadout ini, the related missile object inis, and aircraft ini to be able to accommodate this. However, when I go to a single mission in-game and access the loadout screen, those outer pylons are always empty (no missiles). When I go to add missiles manually to these pylons, all AMRAAM types only are available in “4s” and not “2s.” So in other words it’s trying to mount 2 AMRAAMs on each pylon, which shouldn’t be possible (realistically), as these are set up for single missiles only. The F-16I ini file does have a relatively complex series of pylon rules, but I believe I have it set up to be able to mount AMRAAMs on these pylons, and I can’t find any setting in any file that would allow me to indicate there should only be the option to mount one missile per pylon in the loadout screen in game. I suspect a setting related to this “4 missiles” issue is preventing my loadout ini file from operating correctly and defaulting my vipers to have AMRAAMs on those pylons. 
       
      Any thoughts on a setting I am missing here?
    • By AcariaPlainum
      What do those things mean in missile data files?
      RadarSearchCW=FALSE
      RadarTrackCW=FALSE
       
       
    • By AcariaPlainum
      I have been trying to correct the Mig 35 Mod by adding 2 more weapon stations to the wings so it can carry 8 Missiles
      [LeftFarOuterWingStation]
      SystemType=WEAPON_STATION
      StationID=8
      StationGroupID=5
      StationType=EXTERNAL
      AttachmentPosition=-4.102,-3.336,-0.244
      AttachmentAngles=0.0,0.0,0.0
      LoadLimit=300
      AllowedWeaponClass=AHM,IRM,SAHM
      AttachmentType=SOVIET
      ModelNodeName=
      LaunchRailNodeName=
      PylonMass=72.58
      PylonDragArea=0.02
      FuelTankName=
      SpecificStationCode=
      [RightFarOuterWingStation]
      SystemType=WEAPON_STATION
      StationID=9
      StationGroupID=5
      StationType=EXTERNAL
      AttachmentPosition=4.102,-3.336,-0.244
      AttachmentAngles=0.0,0.0,0.0
      LoadLimit=300
      AllowedWeaponClass=AHM,IRM,SAHM
      AttachmentType=SOVIET
      ModelNodeName=
      LaunchRailNodeName=
      PylonMass=72.58
      PylonDragArea=0.02
      FuelTankName=
      SpecificStationCode=
      But when is go into the load out screen the pylons or launches dont even appear meaning i can only mount 6 missiles
       
       

×

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..