Marker Rockets LAU-68/131 /WP
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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.
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?
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I think I solved the mystery of the lau.dat file. The fix described earlier in this topic works, but you are essentially carrying multiple pods that fire one rocket each.
My goal is to have one pod that fires multiple rockets. Apparently the code was already done for this years ago and is still in BMS today. If the code finds a valid lau data set in the bomb dat file associated with the SimWeaponData of the Rocket Pod, it applies it and loads the correct weapon with the given salvo size. If it doesn’t find such a data set, then it uses the Rocket Table in the DB and sets the salvo limit to the max.
Example:
- My vehicle loads the LAU-3/A /HE (G) rocket pod on one of the hardpoints.
- The system looks up the SWD of this rocket pod. The SWD is the L03.
- The L03 has a missile ptr of 7. This matches incorrectly to pen1000lb.dat in bombtypes.lst.
- The system looks up this pen1000lb.dat file, and discovers that the data set is empty.
- The system rejects the pen1000lb.dat file, and now looks up the rocket table in the DB. It discovers that the LAU-3/A /HE (G) rocket pod is matched with the M151 2.75in HE rocket. It defaults the rocket salvo to the maximum amount of rockets, which happens to be 19 rockets.
On the other hand, what if the L03 SWD had a missile ptr that pointed to a dat file with a proper bombtype?
#version 1.0 #author Ratty/MRivers 1 # Data Format Version #data lauSalvoSize 1 lauWeaponId 535 lauRounds 19 lauAzimuth 0 lauElevation 0 lauRippleTimeMS 10 # particle sys psFeatureImpact $rocket_BURST psBombImpact $rocket_BURST
It would skip the Rocket Table in the DB and work this way now:
LAU-3/A /HE (G) -> L03 -> dat file -> M151 2.75in HE.
Unfortunately, we have a couple of issues.
- In this case, the SMS page shows the amount of pods and not the amount of rockets available.
- The dat file changes more than just one pod. More DB changes and dat file additions will be needed to match the existing Rocket Table.
For point #1:
I can only speculate that this is a trivial change in the code. If the existing method of retrieving the weapon amount in the SMS page is anything like the FreeFalcon code, then it would be something along the lines of changing the SMS code from calling Sms->NumCurrentWpn() to calling BombClass::LauGetRoundsRemaining() on the current hardpoint’s weapon instead. Since many changes have occurred in BMS over the years, the SMS code may be rather different.
For point #2:
The LAU-3/A MPSM (G) variant pod also has the same SWD of L03, which means this dat file change above will cause this pod to use the same rocket as the LAU-3/A /HE (G). The Rocket Table says that it needs to use the M261 2.75.in MPSM, which has a SWD of L61. The easy solution appears to be changing the LAU-3/A MPSM (G) SWD to L61 and make a brand new dat file. Either way – whether we use the Rocket Table or the dat files, DB changes are required to make things match up to what we might expect.
From what I’m seeing, there are a few ways of fixing this in BMS:
- Provide fresh dat files for every rocket SWD; or
- Adjust the database to have an entry in the Rocket Table for salvo size; or
- Allow rocket pods to have more options in the SMS page so we can customize the salvo size. (This may not be an option for some pods, admittedly, since it may or may not be realistic.)
TL;DR: If you want to make rockets fire one by one, you can do so by either following the fix previously described in this topic, or else by creating new bomb dat files for each Rocket Pod’s SimWeaponData.
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I think I solved the mystery of the lau.dat file. The fix described earlier in this topic works, but you are essentially carrying multiple pods that fire one rocket each.
My goal is to have one pod that fires multiple rockets. Apparently the code was already done for this years ago and is still in BMS today. If the code finds a valid lau data set in the bomb dat file associated with the SimWeaponData of the Rocket Pod, it applies it and loads the correct weapon with the given salvo size. If it doesn’t find such a data set, then it uses the Rocket Table in the DB and sets the salvo limit to the max.
Example:
- My vehicle loads the LAU-3/A /HE (G) rocket pod on one of the hardpoints.
- The system looks up the SWD of this rocket pod. The SWD is the L03.
- The L03 has a missile ptr of 7. This matches incorrectly to pen1000lb.dat in bombtypes.lst.
- The system looks up this pen1000lb.dat file, and discovers that the data set is empty.
- The system rejects the pen1000lb.dat file, and now looks up the rocket table in the DB. It discovers that the LAU-3/A /HE (G) rocket pod is matched with the M151 2.75in HE rocket. It defaults the rocket salvo to the maximum amount of rockets, which happens to be 19 rockets.
On the other hand, what if the L03 SWD had a missile ptr that pointed to a dat file with a proper bombtype?
#version 1.0 #author Ratty/MRivers 1 # Data Format Version #data lauSalvoSize 1 lauWeaponId 535 lauRounds 19 lauAzimuth 0 lauElevation 0 lauRippleTimeMS 10 # particle sys psFeatureImpact $rocket_BURST psBombImpact $rocket_BURST
It would skip the Rocket Table in the DB and work this way now:
LAU-3/A /HE (G) -> L03 -> dat file -> M151 2.75in HE.
Unfortunately, we have a couple of issues.
- In this case, the SMS page shows the amount of pods and not the amount of rockets available.
- The dat file changes more than just one pod. More DB changes and dat file additions will be needed to match the existing Rocket Table.
For point #1:
I can only speculate that this is a trivial change in the code. If the existing method of retrieving the weapon amount in the SMS page is anything like the FreeFalcon code, then it would be something along the lines of changing the SMS code from calling Sms->NumCurrentWpn() to calling BombClass::LauGetRoundsRemaining() on the current hardpoint’s weapon instead. Since many changes have occurred in BMS over the years, the SMS code may be rather different.
For point #2:
The LAU-3/A MPSM (G) variant pod also has the same SWD of L03, which means this dat file change above will cause this pod to use the same rocket as the LAU-3/A /HE (G). The Rocket Table says that it needs to use the M261 2.75.in MPSM, which has a SWD of L61. The easy solution appears to be changing the LAU-3/A MPSM (G) SWD to L61 and make a brand new dat file. Either way – whether we use the Rocket Table or the dat files, DB changes are required to make things match up to what we might expect.
From what I’m seeing, there are a few ways of fixing this in BMS:
- Provide fresh dat files for every rocket SWD; or
- Adjust the database to have an entry in the Rocket Table for salvo size; or
- Allow rocket pods to have more options in the SMS page so we can customize the salvo size. (This may not be an option for some pods, admittedly, since it may or may not be realistic.)
TL;DR: If you want to make rockets fire one by one, you can do so by either following the fix previously described in this topic, or else by creating new bomb dat files for each Rocket Pod’s SimWeaponData.
And that why we did the way we did.
Until all lau in bomb data are written this way is the best not to conflict with other rockets.
Nice effort
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And that why we did the way we did.
Until all lau in bomb data are written this way is the best not to conflict with other rockets.
Nice effort
That’s a fair point, however, with the current state of the DB Rocket Table appearing to be a bit mismatched, and with no way to stop rockets from being fired in a full salvo without some form of DB editing, I don’t see the point of avoiding the conflict. At least in my own test theater, I’ll probably rewrite all the rocket dat files that need it.
Of note, this method allows for correcting the azimuth and elevation of the rockets, along with supplying particle effects for every rocket.
Either way, we have options, and having multiple options is good.
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That’s a fair point, however, with the current state of the DB Rocket Table appearing to be a bit mismatched, and with no way to stop rockets from being fired in a full salvo without some form of DB editing, I don’t see the point of avoiding the conflict. At least in my own test theater, I’ll probably rewrite all the rocket dat files that need it.
Of note, this method allows for correcting the azimuth and elevation of the rockets, along with supplying particle effects for every rocket.
Either way, we have options, and having multiple options is good.
For sure
I just did one rocket in particular and added a new entry to by DB to have smoke rockets one by one to FAC operations
In combat operations i usually if using rockets just fire all at once. I don’t want to be near those SA for to long hehehe.
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For sure
I just did one rocket in particular and added a new entry to by DB to have smoke rockets one by one to FAC operations
In combat operations i usually if using rockets just fire all at once. I don’t want to be near those SA for to long hehehe.
Oh, I agree that can make sense; often in jets, you want to get in and get out quickly.
I’m working on a human-flyable helicopter vehicle, though. Firing all your rockets at once doesn’t work as well.