MikeHunt Posted September 28, 2016 Posted September 28, 2016 I tried adding different CLSID's for AIM-120/MICA/AIM-9 etc. in the lua file but in game I can't launch them? Is there some sort of launch override switch or a way to fire them?
razo+r Posted September 28, 2016 Posted September 28, 2016 Aim 9 should work, every other missile is most likely not to use/fire since it doesn't have the avionics capability to use them
MikeHunt Posted September 28, 2016 Author Posted September 28, 2016 Aim 9 should work, every other missile is most likely not to use/fire since it doesn't have the avionics capability to use them Would the AIM-9 fire like the Magic? So far I can't get it to launch.
Rlaxoxo Posted September 28, 2016 Posted September 28, 2016 Good question [sIGPIC][/sIGPIC] Youtube Reddit
Rlaxoxo Posted September 28, 2016 Posted September 28, 2016 Aim 9 should work, every other missile is most likely not to use/fire since it doesn't have the avionics capability to use them I wouldn't word it like that ... This game ain't Real life you can do everything in code it's just Simulated reality by pretending you don't see Polygons and code behind your actions Most likely missile needs to be defined somewhere etc ... [sIGPIC][/sIGPIC] Youtube Reddit
Zeus67 Posted September 28, 2016 Posted September 28, 2016 No. I'm sorry. The PCA now has all allowed weapons hard coded. If you enter one that is not in the list then it will not be recognized and marked as a non-usable store. "Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning." "The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."
Rlaxoxo Posted September 28, 2016 Posted September 28, 2016 No. I'm sorry. The PCA now has all allowed weapons hard coded. If you enter one that is not in the list then it will not be recognized and marked as a non-usable store. Awww ; / I suspected as much [sIGPIC][/sIGPIC] Youtube Reddit
MikeHunt Posted September 28, 2016 Author Posted September 28, 2016 No. I'm sorry. The PCA now has all allowed weapons hard coded. If you enter one that is not in the list then it will not be recognized and marked as a non-usable store. Well there goes modding... :cry:
Hook47 Posted September 29, 2016 Posted September 29, 2016 (edited) Shouldn't break expanding the stores options- such as adding twin ejectors to stations were Only single were allowed before- that's the only mod I make these days. I do miss adding AIM-9a and the twin AIM-9 racks, but the improved Magic IIs made loosing that sting less Edited September 29, 2016 by Hook47
Rlaxoxo Posted September 29, 2016 Posted September 29, 2016 Shouldn't break expanding the stores options- such as adding twin ejectors to stations were Only single were allowed before- that's the only mod I make these days. I do miss adding AIM-9a and the twin AIM-9 racks, but the improved Magic IIs made loosing that sting less Aim-9's Should still work fine on Magic Pylons, Any missile can be shoot on Magic pylons is the rest that don't work [sIGPIC][/sIGPIC] Youtube Reddit
Zeus67 Posted September 29, 2016 Posted September 29, 2016 The hard code was required in order to be able to load 4 magics and 4 rocket pods. Weapons firing management won't work in any other way. "Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning." "The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."
MikeHunt Posted October 3, 2016 Author Posted October 3, 2016 The hard code was required in order to be able to load 4 magics and 4 rocket pods. Weapons firing management won't work in any other way. So does this mean the Magic pylons are no longer cross- compatible as weĺl?
Zeus67 Posted October 4, 2016 Posted October 4, 2016 So does this mean the Magic pylons are no longer cross- compatible as weĺl? I don't understand the question. You can do the following loads: Magic - Magic - Magic - Magic. Magic - Rockets - Rockets - Magic. Rockets - Magic - Magic - Rockets (not recommended). Rockets - Rockets - Rockets - Rockets. "Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning." "The three most dangerous things in the world are a programmer with a soldering iron, a hardware type with a program patch and a user with an idea."
MikeHunt Posted October 4, 2016 Author Posted October 4, 2016 I don't understand the question. You can do the following loads: Magic - Magic - Magic - Magic. Magic - Rockets - Rockets - Magic. Rockets - Magic - Magic - Rockets (not recommended). Rockets - Rockets - Rockets - Rockets. Someone mentioned that you could add them to the magic only pylons (outer ones?), has the hardcode stopped that?
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