Beginnger's Guide: How to Add or Replace a Weapon to BMS
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I think posted tutorial in this thread is incomplete. It shows howto copy DB entry,howto link new records, but something is missing imo. When I tried to modify current missile, it worked fine. When I did new copies according tutorial, it worked too (arm. screen, description in-game, SMS page etc), but with wrong flight model imo. I did FM copy and mistypes.lst edit according Raptor´s post.
Raptor: You need to duplicate an existing missile FM like amraam default fm, give it a new name, add its name to the mistypes with a new number at the end, and use this number to your new missile FM from F4Browse. Then make any changes to both db values and new FM.
But copied missile does not accelerate too much - it rather drops and fly 700-800kt, no trail smoke, flame only. If my slow missile hits bandit I can see huge explosion (not A-Amsl behavior). I checked everything many times, it looks ok. So i checked VehDef directory (noone mentioned it in this thread). I opened vehicle.lst file and added
3 Sim\VehDef\aa7c.veh
. But ingame behavior is still bad (it worked before!). PLEASE help me. It was the first time in Falcon history I was satisfied with SARH behavior! This is big hope for me.
–-------------------------------what i did:
I tried to modify R-77 (AA12) entry yesterday to test new and better SARH approach in the game. I created R-24R (AA7C) this way. I modified its radar to simulate rather proximity fuze than ARH radar - its range is similar to missile blast radius. It worked, but terminal interception phase was quite ineffective so I modified SIMDATA file(after backup) to get desired terminal maneuver and also tweaked some other values. I tested new SARH through night and it was great experience. Before I played red SARH vs blue SARH a lot in SP3, FF and F4AF (for both sides). It was rather easy for blue side (vs non ECM/chaffs red ACs), but quite frustrating when on red side (but blue sparrows were unrealisticaly weak agains early ARHs as well). Experience was different in various Falcon versions - SP3 R-23R was very weak and in conjunction with 23 radar rather useless, R23T was quite usefull in SP3, in FF it was oposite (IR weak IIRC), in AF balanced. AF R-23T was all aspect, BMS is rear aspect only, but I like BMS AIs not seeing pasive IR launches. So both missiles are usefull now (i can even make R24T/AA7D with all aspect seeker later). SARH was allways very weak generally compared to ARH in all Falcon versions. Its because short radar lock interuption makes missile go balistic. Of course this new approach is big benefit also for blue side. I think it will be possible to guide multiple Sparrows on different targets simultaneously etc. Its the first time I can fire SARH MRMs 15nm away against chaff/ECM targets. -
I have another question:
changing simdata is MP critical….what about adding new SIMDATA files + lst…is it also considered “hack”, so SIMDATA restoration is needed for MP? -
Both can be but it is not obligatory. Lst files are just link between database and \sim. It is easier to say both are. For ex it is possible to make it them all dat files as way that one set of them get one different extra character in filenames and another lst refers on these files. So in \sim can be two or more total data file set and you swap according to your DB the lst file which referes their names. But this is complicated because you have to name manually all dat file what you change. It is much simplier just swap the whole directory… From my aspect all DB relatied thing is MP critical just for sure. It is easier to survive if you cannot go even close to a minefiled rather than crossing on it…
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what is making missile to use ARH code instead of SARH code?
there are 5 ARH missiles in default database:
120B, 120C, 54A, 54C and AA12 - they share Domain, Class, Type and SubType with SARH missiles.
I can see the difference in used radars, ARH radars have many values, SARH radars just few of them filled (is this only difference?)….and there is also Fox Type in missile datafile (but this is rather for radio calls + perhaps something else ?) -
I did a bit research and it seems:
Seeker Type, Version
1 0
1 instead of 6 (deffault for SARH) unlocks TWS with multitarget ability,
so Aim7M with seekertype1 on F15 allows me to kill multiple MiGs simultaneously
such a tweaked SARH acts a lot better compared to default one and has better CCManother interresting value is
hasInertialGuidance 1
I did not research what exactly this value does in the sim, but it looks interresting too…I guess, I can add it to moded AA-9 at least
Edit:
I tweaked some SARH missiles this way to get advanced models as: R-24R/M, R-40RD1, AA-10C, AA-9 and R-530D + AiM-7M/P…cool BVR battles…Flanker with many AA-10Cs is great vs multiple targets too…no more holy ARHs vs dumb and weak SARHs
It shows how light and agile Amraam+R77 are, but a bit short legged, when compared to some heavier SARHsBTW: It seems AIs fire at one target only tho…on the other hand, I doubt ARH armed AI drivers engage multiple targets too, so no problem…
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BTW, what type of AA seeker do we have in datafile?
Seeker Type, Version
6 0 - default SARH
detailed list looks like this:
6 # Seeker Type
0 # Seeker Version
0 # DisplaySeeker Type, Version
1 0 - ARH
1 # Seeker Type
0 # Seeker Version
0 # Displayit looks we have really only 2 types for radar missiles, but many for IRs
R-24M for example is late 80ths technology, upgraded to counter cruise missiles and even STEALThs, tested against grounded helis with rotating rotorwings or TU with engine ON etc. These missiles deserve better performance than Alkali.
–------------------------------Seeker Type, Version
0 8 - IR
Seeker Type, Version
0 38 - IR
Seeker Type, Version
0 9 - IR
Seeker Type, Version
0 3 - IR
Seeker Type, Version
0 5 - IR
Seeker Type, Version
0 7 - IR
Seeker Type, Version
0 29, 30, 55 - Falcon missiles
Seeker Type, Version
0 1, 2, 24, 25, 26, 27,28, 34, 35 - Sidewinder missiles
Seeker Type, Version
0 19, 20 - Chinese IRs
Seeker Type, Version
0 31, 11 - Israeli IRs
Seeker Type, Version
0 33 - French Magic IRs
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BMS 4.33 is awesome so far You all did a fantastic job on it!
I’ve started setting it up for my personal use like I have 4.32 and I’ve added a new weapon (AIM-120D) copied from AIM-120C. I edited the missile list and added the new record. I copied the 120C record to a new 120D and modified ect. Missile works in game just fine with on exception. This old problem came back except this time the FoxType 3 line is most certainly present in the dat file.
1. When I fire the weapon I hear the radio squawk but no call for “Fox Three XX”. Is there a way to get that working with a new weapon?
It just keys the mike. I went back to my 4.32 install and checked that I have it set up the same way. It still works correctly there. I even copied my dat file for the AIM120D from 4.32 just to see if it mattered. No difference. I’m at a bit of a loss.
Thanks!
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Dont know if i can ask here, but ive noticed the stock korea mods didnt have the tornado gr4 in there, so i added them in. i seem to have a weapons loadout issued but for some reason or another i cant select jp-233 on the list. check f4browse and mission commander, the bombs are there and its in the database for the gr4 but i still cant find them on the loadout screen. what am i missing?
Added it through the stock editor, but not sure if I should add Jp233 or Jp233m - which one will have effect on target?
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I’m trying to do the same. Not sure how exactly (I’ve been following all the posts here…), but I’ve got JP233 (and BL-755) showing up i my A-G inventory for the GR4 finally. However, if I load it on the airframe, it only shows the single sub-munition. Perhaps there are two objects, one for the container and one for the munition?
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That’s pretty much how to do it. You’ll need to fly a large number of JP233-m (the actual bomb lets) - but no more than 20 per pylon as my game tends to crash if I access the loadout with that number on the rail
Molni got it working AOK on his 80s mod… Perhaps he could share his methods with the devs and we can have it in 4.33u1, or maybe we will have to wait for his 80s mod -
Do you know if there is the JP233 container model? I’ve seen video of the JP233 animated firing from the container on youtube, maybe in 4.32 objects?
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There is a container,but if you take that, it doesn’t behave as you’d expect, if you want to use it the way you were planning, equip jp-233m or wait for someone to do a neater, tidier job
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BMS 4.33 is awesome so far You all did a fantastic job on it!
I’ve started setting it up for my personal use like I have 4.32 and I’ve added a new weapon (AIM-120D) copied from AIM-120C. I edited the missile list and added the new record. I copied the 120C record to a new 120D and modified ect. Missile works in game just fine with on exception. This old problem came back except this time the FoxType 3 line is most certainly present in the dat file.
1. When I fire the weapon I hear the radio squawk but no call for “Fox Three XX”. Is there a way to get that working with a new weapon?
It just keys the mike. I went back to my 4.32 install and checked that I have it set up the same way. It still works correctly there. I even copied my dat file for the AIM120D from 4.32 just to see if it mattered. No difference. I’m at a bit of a loss.
Thanks!
Nightstorm,
Did you get this fixed?
Thanks,
db -
No, I never did. What I ended up doing is turning the 120B into a 120C and the C into a 120D. So I still only have two versions of the AMRAAM available. I have not tried it in 4.33 U1 though. I just renamed them in it too as I figured I’d be using 120C’s or D’s most of the time anyhow.
Oh and that controllersorting.txt line…OMG what a life saver that is. Getting Windows to show my various controllers in the correct or semi-correct order has been such a pain for so long. That little gem is awesome.
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Is there an easier way to change from guns to missiles and shoot them off easier? I have been flying BMS for 3 days now. I have yet been able to fire my guns or shoot a missile off. Running a T-166M FCS joystick. I just want to be able to hit buttons on my joystick to change weapons and fire them.
Thank You
Jaye
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Is there an easier way to change from guns to missiles and shoot them off easier? I have been flying BMS for 3 days now. I have yet been able to fire my guns or shoot a missile off. Running a T-166M FCS joystick. I just want to be able to hit buttons on my joystick to change weapons and fire them.
Thank You
Jaye
Master arm on?
The only time you have too much fuel is when you are on fire.
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Night storm,
Do you mind talking me through how you adjusted the missile ranges?
Al -
I am also very interested in updating the AIM-120 ranges to C and D performance. The 120s in the game now are VERY pessimistic and range updates would make them much more realistic, especially with D now in the US inventory.
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No, I never did. What I ended up doing is turning the 120B into a 120C and the C into a 120D. So I still only have two versions of the AMRAAM available. I have not tried it in 4.33 U1 though. I just renamed them in it too as I figured I’d be using 120C’s or D’s most of the time anyhow.
Oh and that controllersorting.txt line…OMG what a life saver that is. Getting Windows to show my various controllers in the correct or semi-correct order has been such a pain for so long. That little gem is awesome.
Sorry for being super late to the party…
You need to modify the evalfile.bin located in Data\Sounds for that.
You need TlkTool first.
With this, you can convert bin to xml, make the edit and convert back. Just run tlktool.exe /? In a command line window to know how to do so.
Open the xml file, look for <eval id=“25”>. There, you need to add a new line. evalElement is the ct index of the new weapon, frag id is the voice frag corresponding to the weapons (665 for Fox 3). The frag list is in that csv file in that Sounds folder.
Hope that helps.</eval>