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Posted

Is there someone who can fix my problem?

 

My problem is that when I have made a weapon using the weapon editor the weapon is`nt on the list and it would be very nice if that would work. My Game is Strike Fighters Project 1

 

By the way does it needs a Weapon model or can I use an already used Model.

  • 2 weeks later...
Posted

You mean that the weapon is not available as a loadout for the aircraft in question, right?

 

If that's the case, copy and paste that particular weapon's entry from your weapondata.ini file onto a reply, and then tell us which aircraft you'd like to use it with.

 

We'll see if we can make it work for you :grin:

Posted

here is the weapon. The i want to make is:

 

[WeaponData624]

TypeName=RDS-5

FullName=RDS-5 80 KT Bomb

ModelName=Rds-4

Mass=1000.000000

Diameter=0.760000

Length=2.960000

AttachmentType=WP,SOVIET

NationName=SOVJET

StartYear=0

EndYear=0

Availability=0

BaseQuantity=1

Exported=FALSE

ExportStartYear=0

ExportAvailability=0

WeaponDataType=0

RailLaunched=FALSE

Retarded=FALSE

Streamlined=FALSE

FinStabilized=FALSE

SpinStabilized=FALSE

EffectClassName=NuclearBombEffect

WarheadType=14

Explosives=80000.000000

FusingDistance=500.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=0

Accuracy=0.000000

MaxTurnRate=0.000000

MaxLaunchG=0.000000

LaunchReliability=0.000000

ArmingTime=0.000000

SeekerFOV=0.000000

SeekerTrackRate=0.000000

SeekerRange=0.000000

ReleaseAnimationID=-1

 

It is only a Fantasy Weapon.

 

The airplanes is the Tu-22 or the tu-16A,C,G

Posted

Ok, I'll give it a try when I get home this evening, and see what I can come up with, for now, here's some info that you may find helpful in enabling a nuclear weapon:

 

Enabling Nukes in SFP1 & WoV

 

Step one: get the latest weapons pack from Bunyap

Step two: get the SFP1 extraction utility (SFP1E)

Step three: get the latest nuke effects pack HERE

 

Install and setup the above files/apps as per the instructions supplied with them. Now, on to the real meat and potatoes, adding a nuclear warhead to an existing weapon.

 

Lets create an AIM-54A Nuclear Phoenix (I know, I know, there probably is no such animal).

 

First, using the weapons editor, open up your weapondata.ini file. It should be located in your Strike Fighters (or WoV)Objects/Weapons folder. When you open up the weapdata.ini, you should see a list of the available weapons in the left hand pane. Scroll down until you see "AIM-54A".

 

weped14va.jpg

 

Highlight it, then, press the "Copy Weapon" button. You will now have a copy of the weapon at the bottom of the field.

 

weped23oa.jpg

 

Highlight the new entry, then press the "Edit Weapon Button". This will open up a new window which will allow you to edit a whole bunch of parameters.

 

weped35pw.jpg

 

The entries that most be edited are: Warhead Type, Explosive Mass, and Effect Class Name, and Bomblets.

 

From experience, I've found that using "Cluster: Incendiary", as opposed to "Nuclear Fission", or "Nuclear Fusion", works EVERY TIME. You must also define the number of "Bomblets", which in our case, is one (that must be one helluva bomblet!)

 

The explosive mass that we're using here is a result of trial and error by myself and USAFMTL. It achieves the desired effect, that is, it will swat a whole flight of TU-16s right out of the sky by simply detonating in close proximity to them. That's right, kiddies, a direct hit is not required here :D

 

The fuzing distance helps to ensure that the weapon doesn't take you, and your wingmen out, as well ;)

 

Now, we'll need to associate an effect with the new weapon. Since this is an air-to-air weapon, and the event will most likely take place high above Terrafirma, we'll use the "aerialnuke" effect (without the quotes). Type that into the field marked "Effect Class Name". If it was an air-to-ground munition (SRAM, B-61, etc.) we'd use the "nukeexplosioneffect", which simulates a ground burst (We're currently working on a nuke effect that simulates a nuke detonating on the ocean's surface)

 

It would also be nice, though not really necessary, to give our new creation a name. You'll see that I christened this monster (Type) "Aim-54A/N", and gave it a full name of "AIM-54A Nuclear Phoenix".

 

weped42ku.jpg

 

Hit the "OK" button to save the changes, then hit the "Save" button to create an updated weapondata.ini and a new weapondata.dat file.

 

weped50qd.jpg

 

Last, but not least, don't forget to edit the missileobject.ini file as per the instructions supplied with the nuke effects pack.

 

The results:

The AIM-54A/N just took out a gaggle of SU-17s at a range of 25 nm.

 

img000942wk.jpg

Posted
here is the weapon. The i want to make is:

 

[WeaponData624]

TypeName=RDS-5

FullName=RDS-5 80 KT Bomb

ModelName=Rds-4

Mass=1000.000000

Diameter=0.760000

Length=2.960000

AttachmentType=WP,SOVIET

NationName=SOVJET   <-------------------------------------------

StartYear=0

EndYear=0

Availability=0

BaseQuantity=1

Exported=FALSE

ExportStartYear=0

ExportAvailability=0

WeaponDataType=0

RailLaunched=FALSE

Retarded=FALSE

Streamlined=FALSE

FinStabilized=FALSE

SpinStabilized=FALSE

EffectClassName=NuclearBombEffect

WarheadType=14

Explosives=80000.000000

FusingDistance=500.000000

ClusterBomblets=0

ClusterDispersion=0.000000

GuidanceType=0

Accuracy=0.000000

MaxTurnRate=0.000000

MaxLaunchG=0.000000

LaunchReliability=0.000000

ArmingTime=0.000000

SeekerFOV=0.000000

SeekerTrackRate=0.000000

SeekerRange=0.000000

ReleaseAnimationID=-1

 

It is only a Fantasy Weapon.

 

The airplanes is the Tu-22 or the tu-16A,C,G

 

 

You have a typo. I bet that could be part of the problem. Look above at the arrow.

Posted
You have a typo. I bet that could be part of the problem. Look above at the arrow.

 

 

He also needs a 3D-model, and defining the wep's end-of-service date would help, as well. The FAB-1000 model would probably be the closest match, size and shape-wise.

Posted

OK,

 

Here's what I did:

 

[WeaponDataXXX]

TypeName=RDS-5

FullName=RDS-5 80KT Nuclear Bomb

ModelName=RDS-4

Mass=1000.000000

Diameter=0.580000

Length=3.000000

AttachmentType=SOVIET

NationName=SOVIET

StartYear=0

EndYear=0

Availability=0

BaseQuantity=1

Exported=FALSE

ExportStartYear=0

ExportAvailability=0

WeaponDataType=0

RailLaunched=FALSE

Retarded=FALSE

Streamlined=FALSE

FinStabilized=TRUE

SpinStabilized=FALSE

EffectClassName=NukeExplosionEffect

DragAreaMultiplier=1.000000

WarheadType=11

Explosives=89999998976.000000

FusingDistance=500.000000

ClusterBomblets=1

ClusterDispersion=0.000000

GuidanceType=0

Accuracy=0.000000

MaxTurnRate=0.000000

MaxLaunchG=0.000000

LaunchReliability=0.000000

ArmingTime=0.000000

SeekerFOV=0.000000

SeekerTrackRate=0.000000

SeekerRange=0.000000

ReleaseAnimationID=-1

 

 

The end result?

 

Out she goes...

 

rds519le.jpg

 

Down, down, down.....

 

rds524py.jpg

 

And, we have nuclear detonation!

 

rds535bc.jpg

Posted

By the Way how do i make my own Models of the weapons. What do you use when you create the AIM-54 for eksample??

 

Ps: I got it to work! Fubar.

Posted

BombCat,

 

All the models I use are already in the Bunyap's weapons pack. Just make sure that you don't lose any weapons that you've modded when you upgrade, which you may find yourself doing on a regular basis.... :)

  • 2 years later...
Posted

Sorry I meant Bunyap's Weaponpack, I reinstalled it and I can get to the main menu but when I try to go to instant action single mission pilot record or campaign it crashes :search:

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