madvad Posted September 17, 2022 Posted September 17, 2022 I've noticed that some of the Harpoons I have in my SF2 Full-Merged just don't hit their targets. You shoot them and they fly until they hit the ground. Others follow in low flight until they reach the target. I noticed that some have WeaponDataType=1 and others WeaponDataType=7. Does anyone have a list of Harpoon variants available in the game and what is the correct Weapon Data for each one? 1 Quote
bazillius Posted September 18, 2022 Posted September 18, 2022 WeaponDataType=7 its a cruise missile which you can intercept. This Harpoones was made after NA update. WeaponDataType=1 its common missiles. Quote
madvad Posted September 18, 2022 Author Posted September 18, 2022 34 minutes ago, bazillius said: WeaponDataType=7 its a cruise missile which you can intercept. This Harpoones was made after NA update. WeaponDataType=1 its common missiles. I imagined something like this, because some appear in flight on the map, and you can lock your radar on them. I figured it was one of NA's innovations. But can I simply just change everything from WeaponDataType=1 to WeaponDataType=7 or do I need to change something else in the data.ini? Because I did this as a test and they get "stupid" without hitting anything. Thanks for answering. Quote
bazillius Posted September 20, 2022 Posted September 20, 2022 On 9/18/2022 at 11:58 PM, madvad said: WeaponDataType=7 or do I need to change something else in the data.ini? change to GuidanceType=7 too 1 Quote
madvad Posted September 20, 2022 Author Posted September 20, 2022 1 hour ago, bazillius said: change to GuidanceType=7 too Trying just now! Quote
bazillius Posted September 20, 2022 Posted September 20, 2022 We need some kind person, selfless and brave, who will revise all weapons. Almost all weapons have an end year of 2020 or even less, although in reality they are still used. This situation often happens. I want to sink a Russian ship in the Black Sea and choose the ESCORT mission. I take off, fly for half an hour and .... and meet my STRIKE NAVAL pack with empty pylons. Exiting game, finding Harpoon, changeing GuidanceType to7 and WeaponDataType to 7, changeing Year to 2040. I'm taking off. I'm flying for half an hour. Meet my STRIKE NAVAL pack. all is well, Harpoon missiles on pylons. Five minutes to the target! Bandits! Bandits! and the bandits fly to intercept with empty pylons. Exiting the game, finding the bandits' loadout.... 6 Quote
madvad Posted September 20, 2022 Author Posted September 20, 2022 9 hours ago, bazillius said: We need some kind person, selfless and brave, who will revise all weapons. Almost all weapons have an end year of 2020 or even less, although in reality they are still used. This situation often happens. I want to sink a Russian ship in the Black Sea and choose the ESCORT mission. I take off, fly for half an hour and .... and meet my STRIKE NAVAL pack with empty pylons. Exiting game, finding Harpoon, changeing GuidanceType to7 and WeaponDataType to 7, changeing Year to 2040. I'm taking off. I'm flying for half an hour. Meet my STRIKE NAVAL pack. all is well, Harpoon missiles on pylons. Five minutes to the target! Bandits! Bandits! and the bandits fly to intercept with empty pylons. Exiting the game, finding the bandits' loadout.... You are describing my SF2 life! 1 Quote
+EricJ Posted September 20, 2022 Posted September 20, 2022 10 hours ago, bazillius said: We need some kind person, selfless and brave, who will revise all weapons. Almost all weapons have an end year of 2020 or even less, although in reality they are still used. This situation often happens. I want to sink a Russian ship in the Black Sea and choose the ESCORT mission. I take off, fly for half an hour and .... and meet my STRIKE NAVAL pack with empty pylons. Exiting game, finding Harpoon, changeing GuidanceType to7 and WeaponDataType to 7, changeing Year to 2040. I'm taking off. I'm flying for half an hour. Meet my STRIKE NAVAL pack. all is well, Harpoon missiles on pylons. Five minutes to the target! Bandits! Bandits! and the bandits fly to intercept with empty pylons. Exiting the game, finding the bandits' loadout.... I mean that's a monumental task for ALL of the weapons that are produced. I mean I got plenty of free time but rightfully people on their own should modify the files to suit themselves. I don't think it's a bad idea, just not very practical really. But I've had the same issue with loadouts, mainly Russian aircraft, and it is a pain to fix and go through... 1 Quote
+allenjb42 Posted September 20, 2022 Posted September 20, 2022 Who knew we would still be playing SF2 when 2020 was in the dim and distant future.... 5 1 Quote
+snapper 21 Posted September 21, 2022 Posted September 21, 2022 Search and Replace should work, give us a few more years playtime 3 Quote
+daddyairplanes Posted September 21, 2022 Posted September 21, 2022 keep in mind this doesnt need applied to all. some jets and weps did still get retired prior to 2020 Quote
bazillius Posted September 21, 2022 Posted September 21, 2022 1 hour ago, snapper 21 said: Search and Replace should work, give us a few more years playtime woah! you are genius! Archimedus! Good for a quick fix. But still it would be cool if someone made a revision of weapons. In my folder, both old LODs and new ones, both BMP and JPG are found in one weapon sometimes. I gradually redo it when I have mood. For the aircrafts I fly. But there is plenty of it. My mod folder is from 2009. And sometimes i see a good quality model with low res missile which made me sad for all the rest of a day 1 Quote
madvad Posted September 21, 2022 Author Posted September 21, 2022 4 hours ago, bazillius said: Good for a quick fix. But still it would be cool if someone made a revision of weapons. In my folder, both old LODs and new ones, both BMP and JPG are found in one weapon sometimes. I gradually redo it when I have mood. For the aircrafts I fly. But there is plenty of it. My mod folder is from 2009. And sometimes i see a good quality model with low res missile which made me sad for all the rest of a day Man, I see myself in your answer. I generally pick some time and edit and fix some old files, a few each time... 1 Quote
bazillius Posted September 21, 2022 Posted September 21, 2022 12 minutes ago, madvad said: Man, I see myself in your answer. I generally pick some time and edit and fix some old files, a few each time... yey, every play session ends with something fixing. during years 2 Quote
madvad Posted January 28, 2023 Author Posted January 28, 2023 Well, I'm still having problems with that. As you can see in the screenshot, my Harpoons go towards the target, but instead of hitting them, they pass right over it and start flying backwards, leaving... aimed at the target. In this case it was an AGM-84D, and its info is: WeaponDataType=7 GuidanceType=3 //GuidanceType=7 (I try this before and the same thing happened). So, my NA campaigns begin to fail, because my AI planes can´t hit the enemy warfleet... Quote
bazillius Posted January 29, 2023 Posted January 29, 2023 5 hours ago, madvad said: Well, I'm still having problems with that. wrong flying data. Copy data from kinda of missile and change everything for Harpoon missile. Copy, i know.... from exsoset ASM for example. From missile which works. Change Mass, Explosives, MinLaunchRange, MaxLaunchRange, Duration corresponding to Harpoon. And set WeaponDataType=7 GuidanceType=7 these is right GuidanceType data for Harpoon 1 Quote
UllyB Posted February 9, 2023 Posted February 9, 2023 (edited) On 9/18/2022 at 1:33 AM, madvad said: I've noticed that some of the Harpoons I have in my SF2 Full-Merged just don't hit their targets. You shoot them and they fly until they hit the ground. Others follow in low flight until they reach the target. I noticed that some have WeaponDataType=1 and others WeaponDataType=7. Does anyone have a list of Harpoon variants available in the game and what is the correct Weapon Data for each one? A typical entry for a Harpoon in your weapondata.ini file: [WeaponData232] TypeName=AGM-84A FullName=AGM-84A Harpoon Anti Ship missile ModelName=AGM-84 Mass=519.000000 Diameter=0.340000 Length=3.800000 SubsonicDragCoeff=0.389000 SupersonicDragCoeff=0.404000 AttachmentType=NATO,USN SpecificStationCode= NationName=USN StartYear=1979 EndYear=1990 Availability=2 BaseQuantity=14 Exported=FALSE ExportStartYear=0 ExportEndYear=0 ExportAvailability=0 WeaponDataType=7 FinStabilized=TRUE EffectClassName=CruiseMissileEffects ReleaseDelay=0.000000 WarheadType=1 Explosives=221.000000 FusingDistance=0.000000 ClusterBomblets=0 ClusterDispersion=0.000000 GuidanceType=7 Accuracy=80 MaxTurnRate=5.000000 MaxLaunchG=2.000000 LockonChance=85 LaunchReliability=95 ArmingTime=6.000000 SeekerFOV=45.000000 SeekerGimbleLimit=60.000000 SeekerTrackRate=11.000000 SeekerRange=20000.000000 CLmax=14.000000 MinLaunchRange=6000.000000 MaxLaunchRange=185000.000000 Duration=840.000000 CapabilityFlags=0x10300002 LoftAngle=0.000000 MaxLoftAltitude=0.000000 StartDecentRange=0.000000 DescentAngle=15.000000 MinimumAltitude=150.000000 BoosterStart=1.500000 BoosterDuration=0.000000 BoosterAccel=0.000000 BoosterEffectName= BoosterSoundName=Missile BoosterNodeName= BoosterPosition=0.000000,-1.890000,0.000000 SustainerDuration=780.000000 SustainerAccel=0.250000 SustainerEffectName= SustainerSoundName= SustainerPosition=0.000000,-1.890000,0.000000 InFlightEffectName=MissileInFlightEffect InFlightSoundName= ReleaseAnimationID=-1 CEP=40.000000 IsDecoy=FALSE JammerStrength=0.000000 For future references use this: WeaponDataType=??? * WeaponDataType=0 Free Fall Bombs * WeaponDataType=1 Guided Missiles & Torpedoes * WeaponDataType=2 Rocket Pod and Unguided Rockets * WeaponDataType=3 Gun Pod * WeaponDataType=4 ECM, Navigation, Targeting, Data Link (See "StoreType=" below) * WeaponDataType=5 Drop Tank * WeaponDataType=6 Bomb/Missile Rack Type So using the "AllowedWeaponClass=" Labels above WeaponDataType=0 = BOMB NUC LGB EOGB AWD WeaponDataType=1 = ARM SAHM IRM CGR EOGR AHM LGR WGR ASM WeaponDataType=2 = RCKT RP WeaponDataType=3 = GP WeaponDataType=4 = EP RCN LP NP DLP (See "StoreType=" below) WeaponDataType=5 = FT BFT WeaponDataType=6 = MER TER CGR ATR TLR 2IR 2AH 2BR StoreType= If using WeaponDataType=4 then "StoreType=" states what the Pod does StoreType=0 = EP = Noise Jammer StoreType=1 = EP = Deceptive StoreType=1 = EP = Dual Mode (you also have to add DualMode=1 below WeaponDataType=4 as well) StoreType=2 = EP = Decoy Dispenser StoreType=3 = LP = Laser Pod StoreType=4 = NP = Navigation Pod StoreType=5 = DLP = Data Link Pod StoreType=6 = RCN = Recon Pod/Camera WarheadType=??? WarheadType=0 = High Explosive WarheadType=1 = Armour Piercing WarheadType=2 = HEAT WarheadType=3 = Incendiary WarheadType=4 = Napalm WarheadType=5 = Fuel Air Explosive WarheadType=6 = Penetrator WarheadType=7 = Runway Cratering WarheadType=8 = Cluster - Anti Personnel (AP) WarheadType=9 = Cluster - Anti Tank (AT) WarheadType=10 = Cluster - Mix AP/AT WarheadType=11 = Cluster - Incendiary WarheadType=12 = Cluster - Runway Cratering WarheadType=13 = Area Weapons Dispenser WarheadType=14 = Nuclear Fission WarheadType=15 = Nuclear Fusion ========================================================== GuidanceType=??? ***Air to Ground*** GuidanceType=0 None (BOMB,RCKT,NUC,AWD) Unguided Dumb bombs & rockets etc GuidanceType=1 Wire Guided (WGR) TOW & HOT etc - Can be used for small missiles (i.e mW radar Brimstone/Hellfire) to substitute Radar Guidance - CAN be Rack Mounted (ATR). GuidanceType=2 Radio Command Guided (CGR) AS-30 etc GuidanceType=3 Semi-Auto Command Guided (CGR) Can used for Large missiles (i.e Anti-Ship) to substitute Radar Guidance - CAN'T be Rack Mounted. GuidanceType=4 Laser Guided (LGB,LGR,NUC,AWD) GBU-12, Laser AGM-65 etc GuidanceType=5 TV Homing (EOGB,EOGR,NUC,AWD) Walleye, TV AGM-65 etc GuidanceType=6 Imaging Infra-red Homing (EOGB,EOGR,NUC,AWD) IIR AGM-65, GBU-15 etc GuidanceType=7 Inertial Homing (ASM) ASMP, some Anti Ship models GuidanceType=8 GPS Homing (EOGB,EOGR,NUC,AWD) JDAM, Storm Shadow etc GuidanceType=9 Anti Radiation (ARM) AGM-88, Martel, ALARM, Kh-28 etc ***Air to Air*** GuidanceType=10 Heat Seeking (IRM) Sidewinder, Archer etc GuidanceType=11 Beam Riding (SAHM) SA-2, SA-3 etc GuidanceType=12 Semi-Active Radar Homing (SAHM) ie Aim-7 Sparrow, SA-6 GuidanceType=13 Active Radar Homing (AHM) ie AMRAAM, Adder etc **Anti Ship Missiles** - Radar guidance for A2G Weapons isn't modelled in-game (only A2A weapons) so in the past people have used GuidanceType=7/8 to simulate it but this will only hits static targets and will miss moving ones. Please consider using GuidanceType=2/3 (CGR) as a work around instead for Large Single Pylon Missiles or GuidanceType=1 (WGR) for smaller weapons that may require Rack mounting (ATR). The GuidanceType doesn't affect the WeaponDataType so both a LGB GBU-12 (WeaponDataType=0) and an EOGR Laser AGM-65 (WeaponDataType=1) use the same GuidanceType (GuidanceType=4 Laser). Edited February 9, 2023 by UllyB 1 Quote
madvad Posted February 9, 2023 Author Posted February 9, 2023 55 minutes ago, UllyB said: A typical entry for a Harpoon in your weapondata.ini file: Thanks brother!!! I appreciate! Quote
anunk47 Posted February 11, 2023 Posted February 11, 2023 On 2/9/2023 at 9:54 PM, UllyB said: A typical entry for a Harpoon in your weapondata.ini file: [WeaponData232] TypeName=AGM-84A... Nice.. Open Notepad, Copas.. Save! aaand.... Thanks! 1 Quote
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