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View Full Version : [TEC] Example of how to loadout planes


leovampire
06-04-07, 12:39 AM
Please Ignor my earlier examples and I must apologize if I screwed anyone up the first time around
In theory what I said was fine but the actual files on the planes do not allow what I was trying to do
and I couldn't get things to work right and I am sure I messed up others on this example as well!

Again I am sorry for my first example.

tater
06-04-07, 07:59 AM
Great tutorial!

The Val didn't (couldn't) carry a 500kg bomb though (or 2x100s, but I assumed those were stand ins for the 60s it could carry).

<S>

tater

leovampire
06-04-07, 11:26 AM
There are also the deapth charges they have a special one for Airplanes but all I found in the game files were the 100kg, 250kg, 500kg, MK13 Torpedos and Air Depth Charges.

Nothing is perfect in this game but it isn't the only one on the market that's a simulator that have some of those load outs for planes. The Microsoft WWII Air combat game I have also have feighters carrying up to 1 500lb bomb

haegemon
07-04-07, 09:18 PM
About planes, loadout types follow a scheme, must be respected or not?

[Loadout 2]
Name=1x250Kg Bombs
Type=2


Type=1 -> 100kg bomb
Type=2 -> 250kg bomb
Type=3 -> 500kg bomb
Type=4 -> Torpedo
Type=5 -> Deph charge

There is a cfg to define the power of every bomb?

tater
07-04-07, 10:33 PM
You are right regarding the type, it's in a sim or zon file in the Library folder (the bomb strength).

leovampire
07-05-07, 02:25 AM
I had asked for it to be removed because of that. I guess I have to change it to the proper set up seeing it isn't gone yet.

Number 1 no matter what I have tried I couldn't get a plane to use 100kg bombs. It seems only the 250kg and 500kg bombs work. And I did notice in the Data files for the planes they have special locations for certain bombs to be used on the planes and no where in any DATA file for the planes is 100kg bombs set up and I also didn't find any plane that actualy was set up for the Air Depth Charges either. And what is strainge is almost all of the big bombers are set up to carry a torpedo as well as the bombs.

So I am trying to take the Rocket launchers from the SHIII game and bring them into this game for all the fighters because I did notice that the Zero's mounts are
set up for them in the DATA file for it.

tater
07-05-07, 10:01 AM
FWIW, the G4M, H6K (? need to check Francillon) and H8K could all carry a torpedo.

leovampire
07-05-07, 02:32 PM
And Heavy Bomber set up with a Torp

tater
07-05-07, 04:41 PM
The A6M didn't carry ground attack rockets. There was a type used (rarely) against bombers, that's it.

I don't know of any widely used ground attack rocket (never heard of ANY used, actually) by any japanese aircraft, army or navy.

tater

leovampire
07-05-07, 04:51 PM
that they are set up for in it's DATA file and seeing I can not get them to straff with nothing but guns and the 100kg bombs just won't work for some reason I figured 1 rocket launcher on each outer wing would be fine to make them work better in the game at least for me anyways. Historicly correct maybe not but workable and usable in the game yes and not as devistating as a bomb.

tater
07-05-07, 05:00 PM
Wonder idf the "rockets" could be reduced in damage to the same as 20mm guns, then give the Zero 60 rockets per wing...

Heheh, faked out 20mm strafing.

leovampire
07-05-07, 05:13 PM
it has some kind of wing loadout to go with it so even 1 single rocket per wing will make it come at the boat or a ship

tater
07-05-07, 05:16 PM
That's interesting... what if the rocket was invisible, and only did the damage of a 20mm shell?

The plane would fire the invisible rockets, but would also strafe...

The DCs would be interesting if the planes detected periscopes...

tater

leovampire
07-05-07, 05:51 PM
Torpedo's and scopes but the water has to be on the calmer side but not planes.
If you leave the AI Visual to it's normal levels in sensativity but lower the min height to -0.4 they will see your scope when your close to them and torpedo's at the last second. But the DD's tend to go looking for you in that direction the torpedo comes from and sometimes they advoid the torpedo with a quick speed up and turn. If they see it first the whole convoy goes into a zig zag before the torpedo hits a ship.

Again time of day is a factor too because at night they tend not to see them until they are right there at the hull.

But I found that if you give a plane a type of radar set so that they can pick up a scope they send planes out at night time and in cloudy weather to look around. So there is an upside and down side to all of it.

haegemon
07-06-07, 12:49 PM
I had asked for it to be removed because of that. I guess I have to change it to the proper set up seeing it isn't gone yet.

Number 1 no matter what I have tried I couldn't get a plane to use 100kg bombs. It seems only the 250kg and 500kg bombs work. And I did notice in the Data files for the planes they have special locations for certain bombs to be used on the planes and no where in any DATA file for the planes is 100kg bombs set up and I also didn't find any plane that actualy was set up for the Air Depth Charges either. And what is strainge is almost all of the big bombers are set up to carry a torpedo as well as the bombs.

So I am trying to take the Rocket launchers from the SHIII game and bring them into this game for all the fighters because I did notice that the Zero's mounts are
set up for them in the DATA file for it.

I reopened the thread cause we need a place to talk about planes.
However, about the the depht charges the "ALBS_USSearchPlane" is set to carry them. At least in its cfg and eqp files.

Of course, during the last stages of the war, the potencial for night flights, was dramatically improved. So, equiping some planes with radar, and DF antennas is a must.

leovampire
07-06-07, 02:55 PM
Files it lists the differn't mounts for the planes and what mount can actualy carry what and when the CFG file conflicts with the Data file at least in the case of planes there is a huge trial and error thing in setting them up on what will work.
For example I can only get the QiWi bomber to carry 2 bombs at a time and it only seems to except 250kg bombs as what is listed in it's Data file.

haegemon
07-06-07, 09:05 PM
Files it lists the differn't mounts for the planes and what mount can actualy carry what and when the CFG file conflicts with the Data file at least in the case of planes there is a huge trial and error thing in setting them up on what will work.
For example I can only get the QiWi bomber to carry 2 bombs at a time and it only seems to except 250kg bombs as what is listed in it's Data file.

Ok I understand. I found the predefined nodes in the dat. As said in the case of the QIW1 I saw the only 2 weapon nodes:

-Node -cfg#B01_Q1W1_Kyushu_250
-Node -cfg#B02_Q1W1_Kyushu_250

So, this plane can't carry more than two bombs, nor torpedo, nor dephtcharges. I think the power of the bomb could be changed hex editing, however we should try to add nodes, or rebuild the dat files for every plane using the dat file with more nodes and hexediting later. The question is why the cfg. and eqp. files for this plane define five pylons (nodes) and if somebody has seen how acts the plane ingame.
Another question is how acts an imported plane which neutral nodes. I mean for example:

Node -cfg#B01_AFB_HurricaneMk2

leovampire
07-07-07, 03:36 AM
Hard points to carry bombs on the inner and outer wings 2 each but all I have managed to get it to carry is 2x250kg bombs and it carries both right under the main body. And the 2 yellow highlited possitions is the only places it will carry them.
On this one plane I have tryed every combination possable and that is the only thing I have gotten to work without changing the DATA file.

;bombs loadout definition, 2x250Kg Bombs
[Equipment 15]
NodeName=B01
LinkName=NULL
Loadout=2x250Kg Bombs

[Equipment 16]
NodeName=B02
LinkName=Bomb250Kg
Loadout=2x250Kg Bombs

[Equipment 17]
NodeName=B03
LinkName=NULL
Loadout=2x250Kg Bombs

[Equipment 18]
NodeName=B04
LinkName=Bomb250Kg
Loadout=2x250Kg Bombs

[Equipment 19]
NodeName=B05
LinkName=NULL
Loadout=2x250Kg Bombs

[Equipment 20]
NodeName=P01
LinkName=Pilot_Plane
Loadout=2x250Kg Bombs

[Equipment 21]
NodeName=P02
LinkName=Pilot_Plane
Loadout=2x250Kg Bombs

haegemon
07-08-07, 02:17 PM
Aha, maybe the nodes aren't static positions in the mesh but reference for the number of weapons. :hmm:

tater
07-08-07, 02:20 PM
This might be useful for fixing the broken ships as well...