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The two AMRAAM defined in "DCSWorld\CoreMods\aircraft\AircraftWeaponPack\aim120_family.lua" can be used and work. Of course.

But if I use the code for those missiles in my own mod, I have to at least change the following code:

wsTypeOfWeapon     = {wsType_Weapon,wsType_Missile,wsType_AA_Missile,AIM_120C},

to

wsTypeOfWeapon     = {wsType_Weapon,wsType_Missile,wsType_AA_Missile,WSTYPE_PLACEHOLDER},

or else, DCS hangs when starting with the following error message:

Quote

"Error running db_scan: ?:0: attempt to concatenate a nil value"

 

Now, with this change, the mod works; I cannot equip the new missile directly, as I have no access to the F-15C.lua, where the pylons and respective payload-IDs are defined, but I can equip them via UnitPayloads just fine.

So I have the 120C on my own racks mounted on the pylons and can use them.

 

BUT, as I had to figure out the hard way by testing it... the missiles don't track. Or at least not really. One might get lucky if the enemy doesn't move from it's path, or if you shoot the missile inside about 10nmi. But mostly the missiles defined by me don't kill any enemy, but the default still does (same ranges, same enemy, .... etc. -> I can provide Tacview if needed)

=> my conclusion is this: the plane (or radar) needs to "know the missile" to work correctly(it's the same as mounting the Aim-54 onto the F-15C which works, but only STT and also has not a perfect tracking)

-> that's why the Modern Missiles mod works, as it overwrites the (performance) data of existing missiles (120D -> 120B), so the missile ID is the same!

 

Now to my questions:

  1. Is my assumption correct? I'm very sure, as I've tested it extensively, but it just sounds so... weird 😉
     
  2. How can I access the "F-15C" aircraft files, to (a) add the new IDs to the pylons and (b) to add the new missiles to the radar (I guess?)?
     
  3. How can I use the default missiles in my mod?
    • if I change the code in the "aim120_family.lua" from 
      local AIM_120C = 
      to 
      AIM_120C = 
    • one might think I can just access that variable like so:
      local F15_aim120c5_AA = AIM_120C
      declare_weapon(F15_aim120c5_AA)

      But that doesn't work. 

    • DCS starts but logs the following error and my modded missile isn't available:
      Quote

      "?:0: attempt to index a number value"

       

What I did instead:

I used the new rack shape and defined the new shape+missile ID in the default "aim120_family.lua".
So, I basically used the same code as I did in the "mod", but now inside the default file using the default missile definition and it works!

Credits:

I've used the "Modern Missile Mod", as well as the AMBER rack from the awesome "F-15EX Mod" (which unfortunately is using older code, thus the F-15E seems to be underpowered and it's radar is definitely worse then the default F-15C. The used missile code too is old and the included 120C-7 has a smaller range the the DCS default 120C-5)

Because of that, I don't think I'm allowed to distribute this...

nullimage.png

 

_Test5 - 120c 2x def, 2x amber - 4x hit (rack definition in aim120_family.lua).acmi _Test5 - 120d 2x def, 2x amber - 4x hit (rack definition in aim120_family.lua).acmi _Test2 - 2x 120C default + 2x 120C amber (hit, hit, miss, miss).acmi _Test2 - 2x 120D default + 2x 120D amber (hit, hit, miss, miss).acmi _Test3 - 1x def, 2x amber, 1x def (hit, miss, hit, hit).acmi _Test4 - 2x amber, 2x default (miss, miss, hit, hit).acmi

OpenXR-Switcher: to easily switch OpenXR runtimes as well as en-/disable API layers

Kneeboard-Picture-Viewer: my own take on a Kneeboard for a 2nd monitor, that acts more or less as a better picture viewer.

F-15CX mod: my own take on a simple F-15C upgrade

English Avionics with Native Betty: you can now have English HUD on non US planes and still hear the native Betty!

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