Marker Rockets LAU-68/131 /WP
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If this is true even If I do not set thrust rocket would leve the pod with such a big speed. I will test it.
Yep, give it a try
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I tried with AA-10A. I tried value for different axes from 30 to 3000. All changes had 0 effect on missile behavior.
For bullets also not important these values. I have changed bullet speed by altering the displayed value therefore it would be a surprise if ejects speed has effect on bullet speed. -
Did you try the Z value?
As this clearly worked for me.Could be that for bullets, the X value is not taken into account.
Gr Falcas
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The thing is that the rocket doesnt accelerate through a physical barrel but probably just from one coordinate. I doubt it can be solved with higher speeds as the lod of the pod is just for show. The rocket would need to accelerate from one coordinate to another and then being “released”.
Cheers
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Did you try the Z value?
As this clearly worked for me.Could be that for bullets, the X value is not taken into account.
Gr Falcas
Yes, I tried all axes.
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Are F-16s able to carry the modeled unguided pod on inner wing HP? What about F-18s or F-15s?
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I’m able to set rack as way using bigger rocket pods as you put more rocket on a HP but there is some kind of limitation. When the total rocket qty. is bigger than 36 you cannot launch all rockets. I have no idea why.
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So funny that I cannot remember how I fixed the rocket launch position to came from the location of pod. Any idea from you?
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Uff old post here.
Just to remember that this Molni solutions is still valid for 4.34.
I just recently added a new rocket to POH db to this specific purpose and worked like a charm.
Just to add to Molni comments. You don’t need necessarily have to edit the S-24 per se. Just copy with CT index any LAU of you preference and then proceed as described.
Also working on a new rocket model the LAU-51A MOD.5
The result.
Cheers -
Uff old post here.
Just to remember that this Molni solutions is still valid for 4.34.
I just recently added a new rocket to POH db to this specific purpose and worked like a charm.
Just to add to Molni comments. You don’t need necessarily have to edit the S-24 per se. Just copy with CT index any LAU of you preference and then proceed as described.
Also working on a new rocket model the LAU-51A MOD.5
The result.
Cheershttps://i.imgur.com/UVMGtm3.jpg
ooh like that ui, What theater?
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I was able to get the extra rockets racked, and I could even fire them off one by one or in pairs. Nevertheless, even though the SMS page showed that I still had rockets left, I was suddenly stopped from firing any more. When I would cycle away from the current weapon (ie. the rockets) and cycle back, I suddenly had 0 rockets left even though I should have had more left.
What did I miss in the process?
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I was able to get the extra rockets racked, and I could even fire them off one by one or in pairs. Nevertheless, even though the SMS page showed that I still had rockets left, I was suddenly stopped from firing any more. When I would cycle away from the current weapon (ie. the rockets) and cycle back, I suddenly had 0 rockets left even though I should have had more left.
What did I miss in the process?
It seems that you didn’t load the correct number of rockets in the 2D world.
Either that or the rocket count in the harpoint data of your ac was not set correctly.
Send screenshots of the db interface of what you changed and 2D world WP placement please.
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It seems that you didn’t load the correct number of rockets in the 2D world.
Either that or the rocket count in the harpoint data of your ac was not set correctly.
Send screenshots of the db interface of what you changed and 2D world WP placement please.
I think I was not using the right combination of changes – and I was using a broken TE. Eventually I managed to get it to work by going over everything and remaking the TE.
In your example screenshot, do you have to click 27 times on on the pylons to load those rockets?
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I think I was not using the right combination of changes – and I was using a broken TE. Eventually I managed to get it to work by going over everything and remaking the TE.
In your example screenshot, do you have to click 27 times on on the pylons to load those rockets?
Yes sir that’s the trick here
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I wonder if there is a way to load a set minimum of bombs. First click gives you max loadout, for example.
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I wonder if there is a way to load a set minimum of bombs. First click gives you max loadout, for example.
No sir.
If so it will create multiple conflicts inside DB.
Remember almost any AC carry differents racks and pylons depending how many bombs they carry.
As an example if you load the3Xmk82 it will load the specific rack but if you load just onde the rack and pylon are different.
Don’t complicate thighs just click with your mouse
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Don’t complicate thighs just click with your mouse
My vehicle will take 19 rockets per pod with the capability of carrying 4 pods. That is a lot of clicking for people to do every mission.
Perhaps I can create a small list of saved loadouts for the new vehicle.
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My vehicle will take 19 rockets per pod with the capability of carrying 4 pods. That is a lot of clicking for people to do every mission.
Perhaps I can create a small list of saved loadouts for the new vehicle.
That’s a much better option
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The format of the lau.dat file looks like it could be made to do what we want, though. Has anyone gotten that to work?