gentlemanraptor Posted November 17, 2023 Posted November 17, 2023 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? Quote
+EricJ Posted November 17, 2023 Posted November 17, 2023 (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 November 17, 2023 by EricJ 1 Quote
gentlemanraptor Posted November 17, 2023 Author Posted November 17, 2023 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... 1 Quote
gentlemanraptor Posted November 18, 2023 Author Posted November 18, 2023 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. Quote
bazillius Posted November 18, 2023 Posted November 18, 2023 (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 November 20, 2023 by bazillius misprint 2 Quote
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