Marker Rockets LAU-68/131 /WP
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yeap me too please… link for package and info to launch one
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yeap me too please… link for package and info to launch one
Even if we get the package of JanHas, the launch mehthod has to be checked because in JanHas stuff each rocket is individually positioned on rack, at least for pod which has 4 tubes. After my modifications rockets simply come out from the pod.
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LAU 10/61/68 are already in database. How can i use them in the game? They are not available in the loadout screen…
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bump, figured it … took the BDU-33 D/B warhead.
I’m still waiting. Strange that so many people ask to make the WP single launched rocket, but I still did not get the info for the final step.
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I remember i canceled the BDU-33 idea aswell back in days… for some reason it was not fullfilling what i was looking for.
I think I-Hawk might know how to get the waypoint-missiles working, but im not sure if that also didnt require code-changes aswell - afair.That you achieved sinlge launch modes is already good news btw. Can you make them smoke on ground too? At best different versions with different colors?
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Before I explain how can be made the single launched unguided rocket I have a statement. I’m not familiar with US unguided rockect, I mean the used pods and rocket combinations. If devs. understand what I explain they can model any unguided rocket if they clone the existing S-24 and S-24 rocket entries and of course creating new dat files and altering the mistype.lst also required as well as more rack edit in bmsrack.dat.
Here is the result.
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Here is the list of changes what I did for the rocket. One of the original unguided rocket pod uses the LOD of M264 2.75˘ WP, but there are other unguided rocket in DB. I do not know which rocket fits into the selected pod which is used as rack.
In the following example I modeled a rocket pod which contains 7 rockets.
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LODs of S-24 and S-24 RKT should be changed to 926 to use the same LOD as M264 2.75˘ WP. Of course any LOD can be used to model a specific rocket.
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Damage and blast radius is set to 0 for S-24 RKT. Weight have to be set according to the value of modeled rocket.
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Add the S-24 to any hardpoint where you wish to use rocket pod, the quantity is set to 7.
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Add the following lines for s24.dat
psGroundImpact _bdu33
psMissileKill _bdu33
psFeatureImpact _bdu33
psBombImpact _bdu33 -
Add the following lines for bmsrack.dat, the rackct defines which pod is used as a rack (CT number). The 7 value ensuresusing pod up to 7 rockets. 128 is the weapon ID in database.
definerack LAU-rocket
weapjettmodes NONE
rackjettmodes NONE
rackct 3242
rackstations 7
addwid 128
addwclass rocketAdd one new line for each rackgroup where you wish to use the rocket pod. In the examples I added to hardpoint loactions of F-16s where can be carried AG ordnance. This canges ensure that rocket pods are used with pylongs on specific hardpoints.
definegroup f16-3/4
wing tank
addpylon
addrack f-16-370-wing-tank
addrack f-16-600-wing-tanknormal pylon
addpylon
pylonsmsname MAU
pylonct 1980
#order by number of slots
addrack lau-117
addrack lau-118
addrack no-rack
addrack lau-88-left
addrack bru-42i-left
addrack bru-57-left
addrack bru-42bdu-left
addrack suu-20
addrack LAU-rocketdefinegroup f16-6/7
wing tank
addpylon
addrack f-16-370-wing-tank
addrack f-16-600-wing-tanknormal pylon
addpylon
pylonsmsname MAU
pylonct 1980
#order by number of slots
addrack lau-117
addrack lau-118
addrack aim
addrack no-rack
addrack lau-88-right
addrack bru-42i-right
addrack bru-57-right
addrack bru-42bdu-right
addrack suu-20
addrack LAU-rocket
If anyone wish to create different smoke effect from BDU-33 bomb it can be done using particlesys.ini, the dat file has to refer the particle effect in this file.
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Cool stuff Molni.
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Molni, the big black impact crater, is that a lod too?
Cheerd
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Would be good to remove those crater.
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I cannot disable the impact crater effect.
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Crater is a coded effect. Thoughts were gone on replacing it with a flat PS texture but for now the solution isn’t practical due to some technical rendering problem.
Molni there is some cool info there, I’m OOO for the next 2-3 weeks but when back I will have a look at all this rocket’s stuff, what can be made from code aspect to launch one by one.
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Crater is a coded effect. Thoughts were gone on replacing it with a flat PS texture but for now the solution isn’t practical due to some technical rendering problem.
Molni there is some cool info there, I’m OOO for the next 2-3 weeks but when back I will have a look at all this rocket’s stuff, what can be made from code aspect to launch one by one.
Roger.
Honestly, I have no idea why works the single launch with S-24, it is only stuff in DB which is able to provide. I can use it, likely I can clone it, but I do not understand why it works as way as does it.
Another interesting issue in BMS4 world that two rack file are used. As I see the future is using the bmsrack.dat format instead the very old rack.dat. Only problem as long as somebody does not rework and convert the concent of AC which are using the old format… And why convert anybody something to another format as long as functional?
With using BMS4 rack and some existing stuff maybe some other things can be modeled for helis. TOW rack, the 8 missile rack for Su-25T (Su-39), etc.
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(this is how i think it works by looking at the db, i have not tested it)
The reason why it works with the S-24 is because its set to only have 1 rocket in its rocket pod.
So what you do molni is just adding 6 more rocket pods to that rack.
If you want the other rocket pods to fire single rockets you have to set the quantity of rockets per pod to 1.
Then do what you did with the S-24, make a rack with the number of rockets(rocket pods) you want/should be on that pod.
Set the ac hp to carry that many rocket pods accordingly.Or wait for I-Hawk to code the pods to fire single or multi or however they work
(The sms page didnt have any option to set fire rate when i looked, so its probably set to fire all as default)Cheers
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I-Hawk any thoughts for per weapon launch-explosion effects and for per Airplane?
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So what you do molni is just adding 6 more rocket pods to that rack.
If you want the other rocket pods to fire single rockets you have to set the quantity of rockets per pod to 1.If I understand you well, you are saying S-24 has such a pod which has only one rocket and not many as defult old rocket pods. So I put many pods on a single HP but only one pod is visible. Only question to me now how and where is defined the rocket qty./pod.
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Yes thats correct , the quantity is set in “Rockets” (i guess its the .rkt file) there are 24(or 25 ) different pods, its also there its defined what pod uses what rockets.
Cheers
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You are right.
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But I still do not understand how made JanHas his rocket pod which has 4 rocket. For positioning rocket on a rack I guess rack has to have slots. But If it has slots how can act as a rocket pod? Because value in rkt DB entries means that all rockets are launched in one salvo. What does this mean? Combining with slot equipped rack + my method still many LODs are interferenced but as you increase the pod qty. because of slots as will be filled with rockets. Or not?
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Maybe its just a LOD switch full/empty and not the actual rockets you see?
The lau3 has some front/rear cover that disappear when you launch.
Its very hard to “follow” a weapon in the db to get a picture how it work, but the weapon we launch is the rocket pod and not the individual rockets. And maybe that is the reason why we dont get credit for the kills, we dont fire the rockets, the rocket pod is and the pod get the kills, sort of.