WARNING - CREATING NEW WEAPONS
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Ejecting weapons to different directions and/or model some special munitions bomblets (a-la DCS CBU-105) would require code changes, yes.
So can you model correct wing tanks ejection path? I have a pic somewhere.
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there are some inaccuracies on the dimensions of some weapons.
AGM84s look bigger than in RL and JSOWs look smaller than in RL. donno if this is in the priority list?
just a feedback…QT
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JSOW should be 140% of the current model. I have already modeled it. Will be released in a separate weapons package.
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So, will you guys edit the code that weapons can be fired sidewards? If yes, when do you think can we count with that feature?
TIA -
Mav
Will you please provide us (ITO Dev Team) assistance in aligning a new munition we’ve developed for the theater?
Mk.87 Water-filled practice bomb. (a new particle effect has been developed as well)
Here’s a picture of it hung under the pylon but we don’t have the tools to determine if we’ve done it correctly or if the AFM hasn’t been porked. -
I’d really like to know how this I’d done too.
How is the GC checked and adjusted?
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IMHO, I think the point by Mav_jp in the original post is to make sure that you do not change the attachment point of any existing racks or any existing attachment point on the F-16 itself. If you need to make new models, make the models correspond to real life (i.e. if the attachment point of your new weapon is 24 inches from the nose in real life, then reflect that in your model).
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Mav
Will you please provide us (ITO Dev Team) assistance in aligning a new munition we’ve developed for the theater?
Mk.87 Water-filled practice bomb. (a new particle effect has been developed as well)
Here’s a picture of it hung under the pylon but we don’t have the tools to determine if we’ve done it correctly or if the AFM hasn’t been porked.have you used an existing pylon or created a new one ?
if you have not touched the pylon and set the lod center so that you munition looks at the right place you are fine.
make sure you are changing the bomb position using LOD center and not artificially with a shift in munition data
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IMHO, I think the point by Mav_jp in the original post is to make sure that you do not change the attachment point of any existing racks or any existing attachment point on the F-16 itself. If you need to make new models, make the models correspond to real life (i.e. if the attachment point of your new weapon is 24 inches from the nose in real life, then reflect that in your model).
correct
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the attachment point must be the LOD center (in X axis) so that you dont mess with position shifting in F4editor/Data
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Hi pilots, i want to ask about weapons in Falcon BMS. 1) It’s possible to load more than six A-A missiles? Why it’s not possible to load A-A missiles to the first two pylons, I think that 6 is quite little 'cause when i shot down six enemy planes when there is more enemies then i have to pack my ass out and escape the battle. With this hangs together my second question. 2) It’s possible to rearm on the airfield? For example in Lock On: Flamming Cliffs 2 there is a tool named Weapons editor where you can load to one pylon two A-A missiles (pylon extension, like in falcon you can load to one pylon three AGM-65 or bombs) and you can rearm on every friendly airbase, it’s possible to do this in Falcon BMS or no?
Maybe somebody could do some mod like ground service who says something like copy, rearm complete, refuel complete….i think it can’t be so difficult but i’m not the programmerThanks for answers folks or any ideas!
Best regards. -
The default loadouts are representative of the actual F-16 so can only be loaded onto pylons and adapters the real F-16 (mainly block 50/52) uses. You might think an FA-18E with 12 missiles is cool but the drag and weight vastly reduces performance.
You can hotpit refuel in Falcon on the ground but not rearm AFAIK - in DCS World (FC3) I am aware you can rearm in about 10 seconds or so - again some might consider this unrealistic anyway.
If you are out of missiles and on an A-A mission its time to go home - otherwise play as rookie with unlimited weps
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Thanks for your answer.
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A real turnaround with refueling and full weaponload (and some basic checks) would be at least 10 to 15 minutes I guess. It may be realistic to simulate that, but those would not be the most exiting minutes ingame
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A real turnaround with refueling and full weaponload (and some basic checks) would be at least 10 to 15 minutes I guess. It may be realistic to simulate that, but those would not be the most exiting minutes ingame
10 to 15 minutes is way too low for a refuel and rearm. Realistically, it would take an hour, maybe more. But you are right, it is much simpler to exit and jump in another flight.
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Snail is talking about the JA37
Cheers
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Sorry for the off-topic, and no intentions to offend anyone, just for the fun of this!
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6 facepalm please …