MiGgressor Posted December 31, 2007 Posted December 31, 2007 Perhaps one of Lock On's sick jokes again? There they are in the Payload screen... but once inside the simulation... :wallbash: Now... who stole my AAMs? :
Kuky Posted December 31, 2007 Posted December 31, 2007 I think you didn't SAVE the loadout :) No longer active in DCS...
MiGgressor Posted December 31, 2007 Author Posted December 31, 2007 I think you didn't SAVE the loadout :) Yes I did :) A saved loadout... And then again, no missiles. Just fuel tanks... and pods... and LGBs, but no AAMs: Then I thought "hmmm, it could be an AI thing, or maybe it's just happening with American/NATO AAMs", so I fired up the Flanker just to realise that Russian missiles were absent as well: However, missiles do show up in the HUD, I can even lock and launch a missile that will track and destroy the target, so the missiles are "there", they are just not showing up! First air-to-air kill made with a stealth missile :thumbup: So far the problem seems only to affect air-to-air missiles since as I previously showed, pods, fuel tanks and bombs seem to be OK.
Vindicator Posted January 9, 2008 Posted January 9, 2008 I have almost the same problem. But its when I try to use the F-18 or F4 mod. I do a full weapon load, and when I start the game, some pylons are missing the weapons. I have no idea how to fix it. Have tryed reinstalling and everything.
MiGgressor Posted January 10, 2008 Author Posted January 10, 2008 Vindicator, I got new weapons (at least 3D models) working in game (thanks to MAFIA... MAFIA, if you are out there, you're the man!). There are four basic files you'll have to modify in order to get new weapons working: missiletable.sht, names.lua, types.lua and of course, MEinit.xml. If you do something wrong, most likely you will get display errors - weapons not showing on planes - as I did. Basic rule for modding: always back up your files before messing with them!!!! Most of the time, returning to your old files solves the problem.
Azrayen Posted January 10, 2008 Posted January 10, 2008 The editor and ingame renderer are different. It's "strange" but you cannot say "if it works in the editor, it should work in the game". MiGgressor, you may want to check that - you have correct 3D models (.cmd or .lom) for your missiles in Bazar\World\Shapes\ - you have working textures (either .bmp / .dds in Bazar\TempTextures\ or textures compressed in CDDS files in Bazar\World\). If using CDDS, check the CDDS file is correctly declared in your graphics.cfg If all seems OK, and still it doesn't work, you can continue searching for what went wrong, or decide to be rough (but effective) and re-install LO (my choice in most cases) Cheers Az'
MAFIA Posted January 10, 2008 Posted January 10, 2008 MiGgressor, i think something wrong with 3D models. Have you tried to insert your's new Python 4 missile to LO using changing models of existing missiles? It can be 3DS Max problem... I had same problem when i was doing KH-15S missile. But the second choise is that you made uncorrectly moddings in Names.lua and/or Types.lua and/or MissileTable.sht, it can cause not showing weapons... But in you case i think it problems with MissileTable.sht because you can see in game other types of weapons.
MiGgressor Posted January 11, 2008 Author Posted January 11, 2008 Azrayen and MAFIA, I have 3D weapon models working in game already: and the missing weapons issue has been solved :thumbup: Now, as MAFIA was telling me via PM, new 3D models can be added but they won't work because weapons data is hardcoded, so I imagine what I have to do is use existing weapons to "mimic" (so to speak) behaviour of new ones. The question is, how is it done? I'd like the Python 4 to behave similar to, say, R73...
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