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Any idea adding a new A2A Missile to DCS?


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Hi guys

I've finished a new missile, both texturing and modeling are done. Just wonder if there is a way to add a completely new A2A missile in DCS, without replace any stock missile in game, and load it in FC3 aircraft?

Haven't seen much people in this forum ask this question, any advice?

Thanks

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You would have to create a Module, and define it in the modules data lua.

 

Theres likely a more direct way, (ie define the weapon directly), but this is the one I know of.

 

Create a basic Aircraft AI only module and define new missile there, then define the clsid.

 

You're still gonna have to modify loadouts to include new clsid for new missile.

 

Last time I checked the custom Missiles/Pods I defined for a project Im working on were able to be added to loadout of other aircraft.

 

When i get home I'll post examples.

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

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3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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You would have to create a Module, and define it in the modules data lua.

 

Theres likely a more direct way, (ie define the weapon directly), but this is the one I know of.

 

Create a basic Aircraft AI only module and define new missile there, then define the clsid.

 

You're still gonna have to modify loadouts to include new clsid for new missile.

 

Last time I checked the custom Missiles/Pods I defined for a project Im working on were able to be added to loadout of other aircraft.

 

When i get home I'll post examples.

 

Please do!

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You would have to create a Module, and define it in the modules data lua.

 

Theres likely a more direct way, (ie define the weapon directly), but this is the one I know of.

 

Create a basic Aircraft AI only module and define new missile there, then define the clsid.

 

You're still gonna have to modify loadouts to include new clsid for new missile.

 

Last time I checked the custom Missiles/Pods I defined for a project Im working on were able to be added to loadout of other aircraft.

 

When i get home I'll post examples.

So you mean the new misssile CLSID can only be used in the additional aircraft?I'll try.

Thanks in advance.

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So, Using the GAR-8 as an example:

 

in your LUA that Defines the Aircraft (ie Aircraft=<name> after the last line: add_aircraft(AIRCRAFTNAME)

(or in your own weapons.lua if you have weapon declarations as a separate file)

 

You gotta past the missile info/attributes and the LoadOut CLSID Block.

 

You'll Also Need to know the WSTypes for Stage 3 of the wsType:

wsType_AA_Missile = 7

wsType_AS_Missile = 8

wsType_AA_TRAIN_Missile = 100

wsType_AS_TRAIN_Missile = 101

 

local MISSILE_NAME =   {
	category		= CAT_AIR_TO_AIR,
	name			= "MISSILE-NAME",
	user_name		= _("MISSILE-NAME"),
	wsTypeOfWeapon 	= {wsType_Weapon,wsType_Missile,wsType_AA_Missile,WSTYPE_PLACEHOLDER},
--1st Level= 4 (wsType_Weapon), 2nd Level = 4 (wsType_Missile), 3rd Level = 32 (wsType_Container), 4th Level = wsType_PLACEHOLDER

       --Attributes (From GAR-8)
Escort 			= 0,
       Head_Type 		= 1,
	sigma 			= {3, 3, 3},
       M 				= 74.39,
       H_max 			= 18000.0,
       H_min 			= -1,
       Diam 			= 127.0,
       Cx_pil			= 2.58,
       D_max 			= 4000.0,
       D_min 			= 300.0,
       Head_Form 		= 0,
       Life_Time 		= 30.0,
       Nr_max 			= 10,
       v_min 			= 140.0,
       v_mid 			= 350.0,
       Mach_max 		= 2.2,
       t_b 			= 0.0,
       t_acc			= 2.2,
       t_marsh			= 0.0,
       Range_max		= 11000.0,
       H_min_t		    = 1.0,
       Fi_start 		= 0.3,
       Fi_rak 		    = 3.14152,
       Fi_excort 		= 0.79,
       Fi_search 		= 0.09,
       OmViz_max 		= 0.2,
       warhead 		= simple_aa_warhead(10),
       exhaust 		=  { 1, 1, 1, 1 },
       X_back 			= -1.455,
       Y_back 			= 0.0,
       Z_back			= 0.0,
       Reflection		= 0.0182,
       KillDistance 	= 5.0,
	ccm_k0 = 10.0,  -- Counter Countermeasures Probability Factor. Value = 0 - missile has absolutely resistance to countermeasures. Default = 1 (medium probability)
	--seeker sensivity params
	SeekerSensivityDistance = 4000, -- The range of target with IR value = 1. In meters. In forward hemisphere.
	SeekerCooled	 = false, -- True is cooled seeker and false is not cooled seeker.				
	shape_table_data =
	{
		{
			name	 = "MISSILE-NAME",
			file	 = "SHAPENAME",
			life	 = 1,
			fire	 = { 0, 1},
			username = "MISSILE-NAME",
			index = WSTYPE_PLACEHOLDER,
		},
	},
	--Model Data Attributes from GAR-8
	ModelData = {   58 ,  -- model params count
					0.35 ,   -- characteristic square (?????????????????? ???????)
					
					-- ????????? ??????????? ?x
					0.04 , -- Cx_k0 ?????? ?x0 ?? ??????? ( M << 1)
					0.08 , -- Cx_k1 ?????? ???? ????????? ???????
					0.02 , -- Cx_k2 ???????? ?????? ?? ??????? ? ????????? ???????
					0.05, -- Cx_k3 ?????? Cx0 ?? ?????????? ( M >> 1)
					1.2 , -- Cx_k4 ???????? ????? ?? ???????? ???????? 
					1.2 , -- ??????????? ?????? ?????? (??????????????? sqrt (M^2-1))
					
					-- ????????? ??????????? Cy
					0.5 , -- Cy_k0 ?????? ?y0 ?? ??????? ( M << 1)
					0.4	 , -- Cy_k1 ?????? Cy0 ?? ?????????? ( M >> 1)
					1.2  , -- Cy_k2 ???????? ?????(??????) ?? ???????? ????????  
					
					0.29 , -- 7 Alfa_max  ???????????? ??????????????? ????, ???????
					0.0, --??????? ???????? ??????????? ???????? ??????? ?????
					
				-- Engine data. Time, fuel flow, thrust.	
				--	t_statr		t_b		t_accel		t_march		t_inertial		t_break		t_end			-- Stage
					-1.0,		-1.0,	2.2,  		0.0,		0.0,			0.0,		1.0e9,         -- time of stage, sec
					 0.0,		0.0,	8.45,		0.0,		0.0,			0.0,		0.0,           -- fuel flow rate in second, kg/sec(????????? ?????? ????? ??????? ??/???)
					 0.0,		0.0,	17150.0,	0.0,	0.0,			0.0,		0.0,           -- thrust, newtons
				
					 25.0, -- ?????? ??????????????, ???
					 18.0, -- ????? ?????? ?????????????, ???
					 0, -- ?????????? ?????? ??????????????, ?
					 2.0, -- ????? ???????? ????????? ?????????? (?????? ??????, ????????????), ???
					 1.0e9, -- ????????? ?? ???? ? ?????? ?????, ??? ?????????? ??????? ?????? ??????????? ?????? "?????", ?
					 1.0e9, -- ????????? ?? ????, ??? ??????? ?????? "?????" ??????????? ? ?????? ????????? ?? ?????? ???????????????? ????????? (?????? ???? ?????? ??? ????? ??????????? ?????????), ? 
					 0.0,  -- ????? ???? ?????????? ?????????? ?????? ?????
					 30.0, -- ?????????? ????????? ????????? ??????????
					 0.0, -- ?????? ???????? ?????????? ???????????? ???????????, ???????? ??????? ? ??
					 1.19, -- ????????????? ??????? ???-??????,  ???? ??????? ??????? ??????? K0
					 1.0, -- ????????????? ??????? ???-??????,  ???? ??????? ??????? ??????? K1
					 2.0, -- ????????????? ??????? ???-??????,  ?????? ??????????? ??????? ??????????
					 0.0,
					 0.0,
					 0.0,
					 0.0,
					 0.0,
					  -- DLZ. ?????? ??? ???????? ?????????? ????? (????????? ?? ???????)
					 9000.0, -- ????????? ??????   180(?????????) ????,  ?=10000?, V=900??/?, ?
					 4000.0, -- ????????? ?????? 0(? ?????) ????,  ?=10000?, V=900??/?, ?
					 4000.0, -- ????????? ?????? 	180(?????????) ????, ?=1000?, V=900??/?, ?
					 0.2, -- ?????????? ??????????? ????????? ????? ??? ?????????? ??????? ???????? ???????? ?? ????? ??????????? ????.
					 1.0, -- ???????????? ?????????. ?????? ?????? ??????????? ????????? ????? ? ?????? ?????????. ?????????? ????????? ??? ???????? ????.
					 1.4, -- ???????????? ?????????. ?????? ?????? ??????????? ????????? ????? ? ??????? ?????????. ?????????? ????????? ??? ???????? ?????.
					-3.0, -- ???????????? ?????????. ???? ???????? ?????? ??????????? ?????????, ??????? - ?????? ?????????.
					 0.5, -- ????????? ????????????? ??????? ?????? ? ??????? ? ?????? ????????? ?? ?????? ????????.
				},
   }

declare_weapon(MISSILE_NAME) -- Must Match Line1

 

 

declare_loadout({
category		=	CAT_AIR_TO_AIR,
CLSID			= 	"{MISSILE_NAME_CLSID}", --
Picture			=	"aim9p.png",  -- Image That shows in Loadout Editor
wsTypeOfWeapon	=	MISSILE_NAME.wsTypeOfWeapon,  -- Must Match Line One Name
displayName		=	_("MISSILE-NAME"),  --MUST MATCH PREVIOUS USER NAMES
attribute		=	{4,	4,	32,	WSTYPE_PLACEHOLDER},
Cx_pil			=	0.001959765625,
Count			=	1,
Weight			=	100,
Elements	=	
{
	{	ShapeName	=	"SHAPENAMEOFPYLON_OR_ADAPTER",	IsAdapter   =   true		   }, 
	{	ShapeName	=	"SHAPENAME_OF_MISSILE" ,	Position	=	{0,-0.124918,0}}, --ATTACHMENT POSITION 
}, -- end of Elements
})

 

 

Then you add the "{MISSILE_NAME_CLSID}"

 

Under the pylons data.


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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So, Using the GAR-8 as an example:

 

in your LUA that Defines the Aircraft (ie Aircraft=<name> after the last line: add_aircraft(AIRCRAFTNAME)

 

You gotta past the missile info/attributes and the LoadOut CLSID Block.

 

You'll Also Need to know the WSTypes for Stage 3 of the wsType:

wsType_AA_Missile = 7

wsType_AS_Missile = 8

wsType_AA_TRAIN_Missile = 100

wsType_AS_TRAIN_Missile = 101

 

local MISSILE_NAME =   {
       category        = CAT_AIR_TO_AIR,
       name            = "MISSILE-NAME",
       user_name        = _("MISSILE-NAME"),
       wsTypeOfWeapon     = {wsType_Weapon,wsType_Missile,wsType_AA_Missile,WSTYPE_PLACEHOLDER},
   --1st Level= 4 (wsType_Weapon), 2nd Level = 4 (wsType_Missile), 3rd Level = 32 (wsType_Container), 4th Level = wsType_PLACEHOLDER

       --Attributes (From GAR-8)
   Escort             = 0,
       Head_Type         = 1,
       sigma             = {3, 3, 3},
       M                 = 74.39,
       H_max             = 18000.0,
       H_min             = -1,
       Diam             = 127.0,
       Cx_pil            = 2.58,
       D_max             = 4000.0,
       D_min             = 300.0,
       Head_Form         = 0,
       Life_Time         = 30.0,
       Nr_max             = 10,
       v_min             = 140.0,
       v_mid             = 350.0,
       Mach_max         = 2.2,
       t_b             = 0.0,
       t_acc            = 2.2,
       t_marsh            = 0.0,
       Range_max        = 11000.0,
       H_min_t            = 1.0,
       Fi_start         = 0.3,
       Fi_rak             = 3.14152,
       Fi_excort         = 0.79,
       Fi_search         = 0.09,
       OmViz_max         = 0.2,
       warhead         = simple_aa_warhead(10),
       exhaust         =  { 1, 1, 1, 1 },
       X_back             = -1.455,
       Y_back             = 0.0,
       Z_back            = 0.0,
       Reflection        = 0.0182,
       KillDistance     = 5.0,
       ccm_k0 = 10.0,  -- Counter Countermeasures Probability Factor. Value = 0 - missile has absolutely resistance to countermeasures. Default = 1 (medium probability)
       --seeker sensivity params
       SeekerSensivityDistance = 4000, -- The range of target with IR value = 1. In meters. In forward hemisphere.
       SeekerCooled     = false, -- True is cooled seeker and false is not cooled seeker.                
       shape_table_data =
       {
           {
               name     = "MISSILE-NAME",
               file     = "SHAPENAME",
               life     = 1,
               fire     = { 0, 1},
               username = "MISSILE-NAME",
               index = WSTYPE_PLACEHOLDER,
           },
       },
       --Model Data Attributes from GAR-8
       ModelData = {   58 ,  -- model params count
                       0.35 ,   -- characteristic square (?????????????????? ???????)

                       -- ????????? ??????????? ?x
                       0.04 , -- Cx_k0 ?????? ?x0 ?? ??????? ( M << 1)
                       0.08 , -- Cx_k1 ?????? ???? ????????? ???????
                       0.02 , -- Cx_k2 ???????? ?????? ?? ??????? ? ????????? ???????
                       0.05, -- Cx_k3 ?????? Cx0 ?? ?????????? ( M >> 1)
                       1.2 , -- Cx_k4 ???????? ????? ?? ???????? ???????? 
                       1.2 , -- ??????????? ?????? ?????? (??????????????? sqrt (M^2-1))

                       -- ????????? ??????????? Cy
                       0.5 , -- Cy_k0 ?????? ?y0 ?? ??????? ( M << 1)
                       0.4     , -- Cy_k1 ?????? Cy0 ?? ?????????? ( M >> 1)
                       1.2  , -- Cy_k2 ???????? ?????(??????) ?? ???????? ????????  

                       0.29 , -- 7 Alfa_max  ???????????? ??????????????? ????, ???????
                       0.0, --??????? ???????? ??????????? ???????? ??????? ?????

                   -- Engine data. Time, fuel flow, thrust.    
                   --    t_statr        t_b        t_accel        t_march        t_inertial        t_break        t_end            -- Stage
                       -1.0,        -1.0,    2.2,          0.0,        0.0,            0.0,        1.0e9,         -- time of stage, sec
                        0.0,        0.0,    8.45,        0.0,        0.0,            0.0,        0.0,           -- fuel flow rate in second, kg/sec(????????? ?????? ????? ??????? ??/???)
                        0.0,        0.0,    17150.0,    0.0,    0.0,            0.0,        0.0,           -- thrust, newtons

                        25.0, -- ?????? ??????????????, ???
                        18.0, -- ????? ?????? ?????????????, ???
                        0, -- ?????????? ?????? ??????????????, ?
                        2.0, -- ????? ???????? ????????? ?????????? (?????? ??????, ????????????), ???
                        1.0e9, -- ????????? ?? ???? ? ?????? ?????, ??? ?????????? ??????? ?????? ??????????? ?????? "?????", ?
                        1.0e9, -- ????????? ?? ????, ??? ??????? ?????? "?????" ??????????? ? ?????? ????????? ?? ?????? ???????????????? ????????? (?????? ???? ?????? ??? ????? ??????????? ?????????), ? 
                        0.0,  -- ????? ???? ?????????? ?????????? ?????? ?????
                        30.0, -- ?????????? ????????? ????????? ??????????
                        0.0, -- ?????? ???????? ?????????? ???????????? ???????????, ???????? ??????? ? ??
                        1.19, -- ????????????? ??????? ???-??????,  ???? ??????? ??????? ??????? K0
                        1.0, -- ????????????? ??????? ???-??????,  ???? ??????? ??????? ??????? K1
                        2.0, -- ????????????? ??????? ???-??????,  ?????? ??????????? ??????? ??????????
                        0.0,
                        0.0,
                        0.0,
                        0.0,
                        0.0,
                         -- DLZ. ?????? ??? ???????? ?????????? ????? (????????? ?? ???????)
                        9000.0, -- ????????? ??????   180(?????????) ????,  ?=10000?, V=900??/?, ?
                        4000.0, -- ????????? ?????? 0(? ?????) ????,  ?=10000?, V=900??/?, ?
                        4000.0, -- ????????? ??????     180(?????????) ????, ?=1000?, V=900??/?, ?
                        0.2, -- ?????????? ??????????? ????????? ????? ??? ?????????? ??????? ???????? ???????? ?? ????? ??????????? ????.
                        1.0, -- ???????????? ?????????. ?????? ?????? ??????????? ????????? ????? ? ?????? ?????????. ?????????? ????????? ??? ???????? ????.
                        1.4, -- ???????????? ?????????. ?????? ?????? ??????????? ????????? ????? ? ??????? ?????????. ?????????? ????????? ??? ???????? ?????.
                       -3.0, -- ???????????? ?????????. ???? ???????? ?????? ??????????? ?????????, ??????? - ?????? ?????????.
                        0.5, -- ????????? ????????????? ??????? ?????? ? ??????? ? ?????? ????????? ?? ?????? ????????.
                   },
   }

declare_weapon(MISSILE_NAME) -- Must Match Line1

 

 

declare_loadout({
   category        =    CAT_AIR_TO_AIR,
   CLSID            =     "{MISSILE_NAME_CLSID}", --
   Picture            =    "aim9p.png",  -- Image That shows in Loadout Editor
   wsTypeOfWeapon    =    MISSILE_NAME.wsTypeOfWeapon,  -- Must Match Line One Name
   displayName        =    _("MISSILE-NAME"),  --MUST MATCH PREVIOUS USER NAMES
   attribute        =    {4,    4,    32,    WSTYPE_PLACEHOLDER},
   Cx_pil            =    0.001959765625,
   Count            =    1,
   Weight            =    100,
   Elements    =    
   {
       {    ShapeName    =    "SHAPENAMEOFPYLON_OR_ADAPTER",    IsAdapter   =   true           }, 
       {    ShapeName    =    "SHAPENAME_OF_MISSILE" ,    Position    =    {0,-0.124918,0}}, --ATTACHMENT POSITION 
   }, -- end of Elements
})

 

 

Then you add the "{MISSILE_NAME_CLSID}"

 

Under the pylons data.

A little bit of understanding question:

The code add_aircraft(AIRCRAFT_NAME) is located at the end of the the code. That means,in the AIRCRAFT_NAME.lua, first declare the aircraft(FM,weight,gear pos,light pos ,etc),then declare the Pylons and loadouts,and finally declare the new missile? Is that correct?

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Yes,

 

the missile and loadout declaration are outside of all the brackets for the Aircraft


Edited by SkateZilla

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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My 50 cent:

Skate you make new A/A missile???

I make and doesnt work...why??

First: wsType_AA_Missile = 7 (this i understand if you declare missile) but doesnt work if you make new A/A missile

 

in F-86.lua i see:

local MISSILE_NAME = {

category = CAT_AIR_TO_AIR,

name = "MISSILE-NAME",

user_name = _("MISSILE-NAME"),

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

is right,ok

 

but in declaration is(and i dont understand why)

wsTypeOfWeapon = MISSILE_NAME.wsTypeOfWeapon, --is ok

 

 

attribute = {4, 4, 32, WSTYPE_PLACEHOLDER},

 

--why is 32 if for A/A missile is num. 7 ???????

 

If i change to 7 doesnt work.....

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Now I did a quick test and result.......wokrs!:)

Only i dont understand is atribute for missile:

in db_weapons_data.lua is atribute for A/A missile

example: {4, 4, 7, 19}

 

Here is my lua code and works:

 

[color=Red][color=Black][color=Red][color=Black]local R23R =   {
       category        = CAT_AIR_TO_AIR,
       name            = "R23R", 
       user_name        = _("R23R"),
       wsTypeOfWeapon     = {wsType_Weapon,wsType_Missile,wsType_AA_Missile,WSTYPE_PLACEHOLDER},
       Escort = 1,
       Head_Type = 6,
           sigma = {5.6, 5, 5.6},
       M = 215.0,
       H_max = 28000.0,
       H_min = 20.0,
       Diam = 200.0,
       Cx_pil = 3,
       D_max = 12000.0,
       D_min = 700.0,
       Head_Form = 1,
       Life_Time = 100.0,
       Nr_max = 18,
       v_min = 140.0,
       v_mid = 500.0,
       Mach_max = 3.0,
       t_b = 0.0,
       t_acc = 5.0,
       t_marsh = 0.0,
       Range_max = 35000.0,
       H_min_t = 20.0,
       Fi_start = 0.3,
       Fi_rak = 3.14152,
       Fi_excort = 0.87,
       Fi_search = 0.1,
       OmViz_max = 0.35,
       warhead = simple_aa_warhead(10),
       exhaust = { 1, 1, 1, 1 },
       X_back = -1.3281,
       Y_back = -0.102,
       Z_back = 0.0,
       Reflection = 0.036,
       KillDistance = 6.0,            
        shape_table_data =
       {
           {
               name     = "R23R",
               file     = "R23R",
               life     = 1,
               fire     = { 0, 1},
               username = "R-23R", [color=Red]if you change to "R23R" on HUD you see "R23R" but with[/color][/color] [color=Black][color=Red]"R-23R" you see on HUD correct "23R"  [/color]            
               index = WSTYPE_PLACEHOLDER,
           },
       },
       ModelData = {   58 ,  -- model params count
                       0.9 ,   -- characteristic square (őŕđŕęňĺđčńňč÷ĺńęŕ˙ ďëîůŕäü)
                       -- ďŕđŕěĺňđű çŕâčńčěîńňč Ńx
                       0.05 , -- Cx_k0 ďëŕíęŕ Ńx0 íŕ äîçâóęĺ ( M << 1)
                       0.12 , -- Cx_k1 âűńîňŕ ďčęŕ âîëíîâîăî ęđčçčńŕ
                       0.02 , -- Cx_k2 ęđóňčçíŕ ôđîíňŕ íŕ ďîäőîäĺ ę âîëíîâîěó ęđčçčńó
                       0.07 , -- Cx_k3 ďëŕíęŕ Cx0 íŕ ńâĺđőçâóęĺ ( M >> 1)
                       1.2  , -- Cx_k4 ęđóňčçíŕ ńďŕäŕ çŕ âîëíîâűě ęđčçčńîě 
                       1.2  , -- ęîýôôčöčĺíň îňâŕëŕ ďîë˙đű
                       
                       -- ďŕđŕěĺňđű çŕâčńčěîńňč Cy
                       0.9 , -- Cy_k0 ďëŕíęŕ Ńy0 íŕ äîçâóęĺ ( M << 1)
                       0.8     , -- Cy_k1 ďëŕíęŕ Cy0 íŕ ńâĺđőçâóęĺ ( M >> 1)
                       1.2  , -- Cy_k2 ęđóňčçíŕ ńďŕäŕ(ôđîíňŕ) çŕ âîëíîâűě ęđčçčńîě  
                       
                       
                       0.239 , -- 7 Alfa_max  ěŕęńčěŕëüíűé áŕëŕíńčđîâŕ÷íűé óăîë, đŕäčŕíű
                       0.0, --óăëîâŕ˙ ńęîđîńňü ńîçäŕâŕéěŕ˙ ěîěĺíňîě ăŕçîâűő đóëĺé
                       
                       --    t_statr   t_b      t_accel  t_march   t_inertial   t_break  t_end
                       -1.0,    -1.0 ,   6.0   ,   0.0,  0.0,           0.0,      1.0e9,           -- time interval
                        0.0,     0.0 ,   10.0   ,  0.0,  0.0,          0.0,      0.0,           -- fuel flow rate in second kg/sec(ńĺęóíäíűé  đŕńőîä ěŕńńű ňîďëčâŕ ęă/ńĺę)
                        0.0,     0.0 ,   40000.0,  0.0 , 0.0,         0.0,      0.0,           -- thrust 6000 by doc
                       
                        1.0e9, -- ňŕéěĺđ ńŕěîëčęâčäŕöčč, ńĺę
                        60.0, -- âđĺě˙ đŕáîňű ýíĺđăîńčńňĺěű
                        0, -- đŕńňî˙íčĺ äî ďîâĺđőíîńňč ńđŕáŕňűâŕíč˙ đŕäčîâçđűâŕňĺë˙, ě
                        0.4, -- âđĺě˙ çŕäĺđćęč âęëţ÷ĺíč˙ óďđŕâëĺí˙, ńĺę
                        1.0e9, -- 5000.0, -- äŕëüíîńňü äî öĺëč â ěîěĺíň ďóńęŕ, âűřĺ ęîňîđîé âűďîëí˙ĺňń˙ ěŕíĺâđ íŕáîđŕ âűńîňű 
                        1.0e9, -- 10000.0, -- äŕëüíîńňü äî öĺëč íŕ  ňđŕńńĺ, ěĺíĺĺ ęîňîđîé íŕ÷číŕĺňń˙ çŕâĺđřĺíčĺ ěŕíĺâđŕ íŕáîđŕ âűńîňű (äëćĺí  áűňü áîëüřĺ ÷ĺě ďđĺäűëóůčé ďŕđŕěĺňđ) 
                        0.0,  -- ńčíóń óăëŕ âîçâűřĺíč˙ ňđŕĺęňîđčč íŕáîđŕ ăîđęč
                        50.0, -- ďđîäîëüíîĺ óńęîđĺíč˙ âçâĺäĺíč˙ âçđűâŕňĺë˙
                        0.0, -- ěîäóëü ńęîđîńňč ńîîáůŕéěűé ęŕňŕďóëüňíűě óńňđîéńňâîě, âűřčáíűě çŕđ˙äîě č ňä
                        1.19, -- őŕđŕęňđčńňčęŕ ńčńňĺěű ŃŔÓ-ĐŔĘĹŇŔ,  ęîýô ôčëüňđŕ âňîđîăî ďîđ˙äęŕ K0
                        1.0, -- őŕđŕęňđčńňčęŕ ńčńňĺěű ŃŔÓ-ĐŔĘĹŇŔ,  ęîýô ôčëüňđŕ âňîđîăî ďîđ˙äęŕ K1
                        2.0, -- őŕđŕęňđčńňčęŕ ńčńňĺěű ŃŔÓ-ĐŔĘĹŇŔ,  ďîëîńŕ ďđîďóńęŕíč˙ ęîíňóđŕ óďđŕâëĺíč˙
                        0.0,
                        0.0,
                        0.0,
                        0.0,
                        0.0,
                         -- DLZ. Äŕííűĺ äë˙ đŕńń÷ĺňŕ äŕëüíîńňĺé ďóńęŕ (číäčęŕöč˙ íŕ ďđčöĺëĺ)
                        1.0,
                        1.0,
                        1.0,
                       0.2, 
                        0.6,
                        1.4,
                       -3.0,
                       0.5,
                   },
   }

declare_weapon(R23R)


declare_loadout({
   category        =    CAT_AIR_TO_AIR,
   CLSID            =     "{R23R}",
   Picture            =    "R-23R.png",
   wsTypeOfWeapon    =    R23R.wsTypeOfWeapon,
   displayName        =    _("R-23R"),
   attribute        =    {4,    4,    32,    WSTYPE_PLACEHOLDER},
   Cx_pil            =    0.001959765625,
   Count            =    1,
   Weight            =    100,
   Elements    =    
   {
       {    ShapeName    =    "R23R" ,    Position    =    {0,0,0}},
   }, -- end of Elements
})[/color][/color][/color][/color]

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You have to check "missile levels declaration". Each missile, bomb, nurs ect have own style - A-A missile, A-G missile ect.

 

Example {4, 4, 7, 19} means:

4 - it is a weapon

4 - it is a missile

7 - it is a A-A missile

19 - identificator of the declared object (IIRC it is that)

 

Glance at wsTypes.lua and Types.lua.

 

I tried to make a new weapon from scratch but the connections between files are very enormous - you can see it based on existing weapons.

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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You have to check "missile levels declaration". Each missile, bomb, nurs ect have own style - A-A missile, A-G missile ect.

 

Example {4, 4, 7, 19} means:

4 - it is a weapon

4 - it is a missile

7 - it is a A-A missile

19 - identificator of the declared object (IIRC it is that)

 

Glance at wsTypes.lua and Types.lua.

 

I tried to make a new weapon from scratch but the connections between files are very enormous - you can see it based on existing weapons.

 

 

But doesnt work if i define {4, 4, 7, 19}.....missile works with in declaration

{4, 4, 32, WSTYPE_PLACEHOLDER} and that is what i dont understand.....:(

You know what I mean???

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Did you check all numbers? Perhaps the missile ID you want to create is somewhere duplicated.

New thing must have non-occupied name, I've seen in the files a policy "n+1" number so the last number of the objects plus 1.

 

I do not want to confuse you, perhaps I say it wrong or I am wrong.

I do mods for myself and doing that I got some exp, that's all.

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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Did you check all numbers? Perhaps the missile ID you want to create is somewhere duplicated.

New thing must have non-occupied name, I've seen in the files a policy "n+1" number so the last number of the objects plus 1.

 

I do not want to confuse you, perhaps I say it wrong or I am wrong.

I do mods for myself and doing that I got some exp, that's all.

 

This all i know....if you see in db_mods.lua ED declare for next missile(containers,bomb,etc.):

 

local WSTYPE_PLACEHOLDER = "</WSTYPE>"

local next_aircraft_index    = 255
local next_bomb_index          = 255
local next_missile_index      = 255
local next_container_index     = 255
local parts_index_start      = 255

That is in my previous post i define WSTYPE_PLACEHOLDER(this change your ID missiles).....and if you check my lua code you see in local missile code is for "wsTypeOfWeapon" declare as "wsType_AA_Missile".......problem is in declaration loadout:

[color=Red][color=Black][color=Red][color=Black]attribute        =    {4,    4, [color=Red]   32[/color],    WSTYPE_PLACEHOLDER},[/color][/color][/color][/color][color=Red][color=Black][color=Red][color=Black]
[/color][/color][/color][/color]

You can test my lua code first with number "32" and than change to "7"(for A/A missile).

This number is only problem.....why i declare as "container"(in delaration loadout).....

and I would like to know the answer to that question:(

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I have 32 for all my custom missiles attributes, Im pretty sure its that way for the GAR as well. *(Will double check)

 

the last number defines the MISSILE ID.

 

ie if you open the weapons database or wsTypes each missile has their own ID.

 

if your making a new loadout declaration with existing missile the 4th number would be the missile ID.

 

a NEW missile would need the placeholder variable, and have the placeholder defined:

wsTypeOfWeapon = MISSILE_NAME.wsTypeOfWeapon

 

Im sure theres a more coreect way to add missiles other than piggy backing them on a new module.

 

but I dont know what that is.

 

Could maybe do a Mods/tech/MyMissiles/ folder, make a Entry LUA with command to do file MyMissiles.lua,,

and place the missioe data in theMyMissiles.lua

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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Would this process also work for creating a new bomb?

 

Yes, just have to change attributes, I do not have a sample for Local Bomb declaration attributes though

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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This all i know....if you see in db_mods.lua ED declare for next missile(containers,bomb,etc.):

 

local WSTYPE_PLACEHOLDER = "</WSTYPE>"

local next_aircraft_index    = 255
local next_bomb_index          = 255
local next_missile_index      = 255
local next_container_index     = 255
local parts_index_start      = 255

That is in my previous post i define WSTYPE_PLACEHOLDER(this change your ID missiles).....and if you check my lua code you see in local missile code is for "wsTypeOfWeapon" declare as "wsType_AA_Missile".......problem is in declaration loadout:

[color=Red][color=Black][color=Red][color=Black]attribute        =    {4,    4, [color=Red]   32[/color],    WSTYPE_PLACEHOLDER},[/color][/color][/color][/color][color=Red][color=Black][color=Red][color=Black]
[/color][/color][/color][/color]

You can test my lua code first with number "32" and than change to "7"(for A/A missile).

This number is only problem.....why i declare as "container"(in delaration loadout).....

and I would like to know the answer to that question:(

 

 

 

You try

attribute = {4, 4, 7, WSTYPE_PLACEHOLDER},

 

??

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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i think for load out the attributes have to be 4,4,32, x for A2A Missiles.

 

Like I said, mine were all 32, so was The GAR8's

Windows 10 Pro, Ryzen 2700X @ 4.6Ghz, 32GB DDR4-3200 GSkill (F4-3200C16D-16GTZR x2),

ASRock X470 Taichi Ultimate, XFX RX6800XT Merc 310 (RX-68XTALFD9)

3x ASUS VS248HP + Oculus HMD, Thrustmaster Warthog HOTAS + MFDs

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If we are to the weapons.... I guess you know it is also need to make a smoke for a missile? It is not just edit two files and we get working new weapon.

As far I noticed Config\Weapons and Scripts folder are mainly to be edited (not all files of course).

 

Do you know how can I change a *class* of the ground vehicle or the ship?

Despite my efforts I cannot force ships to fly. I've seen nowhere value which defines this unit class (airplane, building, ship, ground unit) can be in the air or not).

I modified ME, set value for ships (height) but they start glued to the ground.

I can put them on the land though.

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

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If we are to the weapons.... I guess you know it is also need to make a smoke for a missile? It is not just edit two files and we get working new weapon.

As far I noticed Config\Weapons and Scripts folder are mainly to be edited (not all files of course).

Im not sue if i understand(sory for my english) but smoke define in local part:

       exhaust = { 1, 1, 1, 1 },  --RGBA
       X_back = -1.3281,
       Y_back = -0.102,
       Z_back = 0.0,

Do you know how can I change a *class* of the ground vehicle or the ship?

Despite my efforts I cannot force ships to fly. I've seen nowhere value which defines this unit class (airplane, building, ship, ground unit) can be in the air or not).

I modified ME, set value for ships (height) but they start glued to the ground.

I can put them on the land though.

 

When I tried to make a new FARP(without success) saw classes as defined in unitsclasses.lua.....

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What I meant, some special missiles have "schemes" in the path: \Config\Weapons\schemes\missiles.

 

Regarding unit classes I glanced the file you mentioned (unitclasses.lua) but I have found nothing interesting regarding what value sets the ground unit is glued to the earth, as ships well.

I changed weight but no effect. There must be some kind of variable which sets that a tank can't fly. Settings them starting in air (modified ME) is no go - I set 500m alt but they start on the ground.

Something must block this.

Reminder: Fighter pilots make movies. Bomber pilots make... HISTORY! :D | Also to be remembered: FRENCH TANKS HAVE ONE GEAR FORWARD AND FIVE BACKWARD :D

ಠ_ಠ



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