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Posted

Hey all, getting into modding the game for an alt-history project a friend is working on and I have a question about altering SpecificStationCode to fit certain weapons on certain aircraft. The jet in question is Gepard's F-113 Retaliator and I am attempting to alter it to use the AIM-47 found in the YF-12A by Viper63a. Now I understand for certain pylons they are tied to certain weapons using SpecificStationCode in the ini - default, the F-113A_DATA.ini has a section that looks like this:

[FuseAIM54Station1]
SystemType=WEAPON_STATION
StationID=10
StationGroupID=4
StationType=EXTERNAL
AttachmentPosition=0.35,1.50,-1.69
AttachmentAngles=0.0,-0.50,-45.0
EjectVelocity=0.0,0.0,-4.0
LoadLimit=500
AllowedWeaponClass=AHM
AttachmentType=USN
ModelNodeName=missile_rail_rear_L
PylonMass=139.25
PylonDragArea=0.00
SpecificStationCode=AIM54

The AIM-47_DATA.ini looks like this: 

[WeaponData001]
TypeName=AIM-47
FullName=AIM-47 Falcon
ModelName=AIM-47
Mass=363.000000
Diameter=0.381000
Length=4.010000
SubsonicDragCoeff=0.120000
SupersonicDragCoeff=0.222000
AttachmentType=NATO,USAF,USN
SpecificStationCode=AIM47
NationName=USAF
StartYear=1960
EndYear=2010
Availability=2
BaseQuantity=100
Exported=FALSE
ExportStartYear=0
ExportEndYear=0
ExportAvailability=0
WeaponDataType=1
RailLaunched=FALSE
RocketPod=FALSE
Retarded=FALSE
FinStabilized=TRUE
SpinStabilized=FALSE
HasGrowl=FALSE
EffectClassName=LargeMissileEffects
ReleaseDelay=1.000000
WarheadType=0
Explosives=60.000000
FusingDistance=3.000000
ClusterBomblets=0
ClusterDispersion=0.000000
GuidanceType=13
Accuracy=90
MaxTurnRate=17.000000
MaxLaunchG=3.000000
LockonChance=85
LaunchReliability=90
ArmingTime=2.000000
SeekerFOV=6.000000
SeekerGimbleLimit=40.000000
SeekerTrackRate=16.000000
SeekerRange=200000.000000
CLmax=14.000000
MinFreq=0.000000
MaxFreq=0.000000
MinLaunchRange=3700.000000
MaxLaunchRange=180000.000000
Duration=300.000000
CounterCountermeasure=85.000000
NoiseRejection=90.000000
CapabilityFlags=0x1000002f
LoftAngle=0.000000
DescentAngle=0.000000
MaxLoftAltitude=0.000000
BoosterStart=0.500000
BoosterDuration=10.000000
BoosterAccel=16.850000
BoosterEffectName=MissileFireEffect
BoosterSoundName=Missile
BoosterNodeName=
BoosterPosition=0.000000,-1.835150,0.000000
SustainerDuration=240.000000
SustainerAccel=18.250000
SustainerEffectName=MissileFireEffect
SustainerSoundName=Missile
SustainerPosition=0.000000,-1.835150,0.000000
InFlightEffectName=MissileInFlightEffect
InFlightSoundName=
ReleaseAnimationID=-1
EODisplayFlags=0
CEP=0.000000

Now, just changing the station code field on the F-113 ini doesn't actually allow it to load the AIM-47 at all - it just removes the ability to load Phoenixes from the loadout. I have made a custom loadout on the appropriate station with AIM-47s available, but I can't seem to figure out what else I need to change to get the missile to be available for use. I've tried messing with changing the nations and attachment types as well, to no avail. Anyone have an idea of how to get this set up right?

Posted (edited)

Try Exported to TRUE as the F-113 is a US Navy bird yes? On the AIM-47 data, and list some years so you can specify that it will be available to the USN (It's considered a nation, not a service in game logic). That might do the trick.

Edited by EricJ
  • Thanks 1
Posted
6 hours ago, gentlemanraptor said:

Exported to TRUE absolutely did it, thanks so much! Now to figure out how to make it mount more AIM-7s and AIM-9s per pylon...

...that part is proving more challenging than anticipated. Can't seem to get more than 1 missile per pylon despite basically just copying the script from a/c that do (f-15c, etc). Must be missing something very obvious.

Posted (edited)
On 11/18/2023 at 7:54 AM, gentlemanraptor said:

 1 missile per pylon

Sure 1 missile per pylon. What d you expect? make a new
[WeaponStationХХХХ]

and register it under [LeftWing] or wehatewer it is registered

standart programing thing

Look at other aircrafts with pylons and weapon stations as an example

 

Edited by bazillius
misprint
  • Like 2

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