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New Stuff for the A-10. TERs, LAU-68


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Are you all who have the problem on vista?

Cause It does use some old school DOS Batch file command line instructions so MS might have broken something during their copy-paste sessions.

 

I'm running Vista 64 bit and had no problems with it.

Intel i9-9900KF @5.2GHz

MSI Z390 Gaming Pro Carbon

32GB G.Skill Trident Z DDR3200 RAM

MSI RTX 2080 Ti Gaming X Trio

40" Panasonic TH-40DX600U @ 4K

Pimax Vision 8K Plus / Oculus Rift CV1 / HTC Vive

Gametrix JetSeat with SimShaker

Windows 10 64 Bit Home Edition

 

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I'm sure it's something simple, but as for a system just screwing things up arbitrarily, I can't leave it at that. I'm an engineer! :-p There's surely a reason why some installations have issues and others do not. Let's look for a common denominator here.

 

Heh Yeah I know what you mean but after near six years of simming one thing I have learned is sometimes there is no cure ;) and you just have to roll up your sleeves and manhandle some mods into a sim :D .

 

Well after an hour of fiddling I finally managed to get it all working .. Pheew.

 

I tried the new V2 install but that didn't work either so I had a look at the x,y,z lines and there wasn't any single quotes just double (") so I decided to use the meinit file that came with the TER mod. That worked fine and everything was in the right place so to cut down on my work load of reinstalling all of my mods I used the 1.12a Real world weapons meinit file here: http://forum.lockon.ru/showthread.php?p=210089#post210089 and removed Sheps A10 entries and replaced them with IK's ones then I reinstalled Walmis's F15 with all of my tweaks then installed the new TER's and that did the trick... And now this Camper is happy. :D:D

 

Lockon 1.12a (English FC CD) Windows Xp.

Cozmo.

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Minimum effort, maximum satisfaction.

 

CDDS Tutorial Version 3. | Main Screen Mods.

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It only changes the release order within the TER, no way to change it on a broader basis. It's also way too much trouble to do this with coding after having a look.

 

However it's a breeze to do manually.

 

To have the center bomb release first, do the following :

 

Backup meinit.xml in case you mess up.

 

Open the meinit.xml file. Go under Weapons/Bombs/MER-3*3 Mk-82

You should see 3 <Element ShapeName="MK-82"> child nodes

 

one which has attributes X=0, Y=-###, Z=0

one which has attributes X=0, Y=-###, Z=-###

one which has attributes X=0, Y=-###, Z=###

 

Here is where fun starts, Lock-On releases Elements Bottom-up.

 

The one which has attributes of "X=0, Y=-###, Z=0" is the center bomb and is released last because it's at the top.

 

Take this Element (From opening tag to closing tag) and move it under the two others. It will be at the bottom and will release first. Do the same for MER-3*3 Rockeye and any other MER you want.

 

It's a lot more complicated to explain than to do, it's a simple matter of copy-paste.

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For those that are not that accustom to editing the meinit.xml file here's an easy to follow guide to get the correct release order for the MER's.

 

goto: C:\Program Files\Ubisoft\Eagle Dynamics\Lock On\ME and open the meinit.xml file in word pad or note pad, then using the find facility (click Edit then Find) search for MER-3*3 Mk-82. Now simply cut the first <Element ShapeName="MK-82"> group and paste it after the last group eg.

 

So this...:

 

<Launcher CLSID="{60CC734F-0AFA-4E2E-82B8-93B941AB11CF}" Name="MER-3*3 Mk-82" Picture="MK-82..

<Element ShapeName="MBD-3">

<Position X="0" Y="0" Z="0"/>

</Element>

<Element ShapeName="MK-82">

<Position X="0" Y="-0.384" Z="0"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

</Element>

<Element ShapeName="MK-82">

<Position X="0" Y="-0.123" Z="0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="-0.6"/>

</Element>

<Element ShapeName="MK-82">

<Position X="0" Y="-0.123" Z="-0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="0.6"/>

</Element>

</Launcher>

<Launcher CLSID="{B83CB620-5BBE-4BEA-910C-EB605A327EF9}" Name="MER-3*3 Rockeye Mk20"....

 

Becomes this..:

 

<Launcher CLSID="{60CC734F-0AFA-4E2E-82B8-93B941AB11CF}" Name="MER-3*3 Mk-82" Picture="MK-82"....

<Element ShapeName="MBD-3">

<Position X="0" Y="0" Z="0"/>

</Element>

<Element ShapeName="MK-82">

<Position X="0" Y="-0.123" Z="0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="-0.6"/>

</Element>

<Element ShapeName="MK-82">

<Position X="0" Y="-0.123" Z="-0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="0.6"/>

</Element>

<Element ShapeName="MK-82">

<Position X="0" Y="-0.384" Z="0"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

</Element>

</Launcher>

<Launcher CLSID="{B83CB620-5BBE-4BEA-910C-EB605A327EF9}" Name="MER-3*3 Rockeye Mk20"....

 

Same thing for all the MER's. eg: "MER-3*3 Rockeye Mk20"

 

Don't forget to back up before you start editing :thumbup:

Cozmo.

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Minimum effort, maximum satisfaction.

 

CDDS Tutorial Version 3. | Main Screen Mods.

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I've been toying around with this for a bit here, but I'm having one problem. Say, for instance, that I wanted to use this rack for 3 CBU-97s. If I use the coordinates etc. from the Mk-82s or Mk-20s, the CBUs overlap and the two higher/offset bombs are not rotated the approximatedly 45 degrees that they are when the same entries are used for the Mk-82s or Mk-20s, respectively.

 

For example:

 

<Launcher CLSID="{60CC734F-0AFA-4E2E-82B8-93B941AB11CF}" Name="MER-3*3 Mk-82" Picture="MK-82" Weight="783" WorldID="2">

<Element ShapeName="MBD-3">

<Position X="0" Y="0" Z="0"/>

</Element>

<Element ShapeName="MK-82">

<Position X="0" Y="-0.384" Z="0"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

</Element>

<Element ShapeName="MK-82">

<Position X="0" Y="-0.123" Z="0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="-0.6"/>

</Element>

<Element ShapeName="MK-82">

<Position X="0" Y="-0.123" Z="-0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="0.6"/>

</Element>

</Launcher>

<Launcher CLSID="{B83CB620-5BBE-4BEA-910C-EB605A327EF9}" Name="MER-3*3 Rockeye Mk20" Picture="ROCKEYE" Weight="726" WorldID="2">

<Element ShapeName="MBD-3">

<Position X="0" Y="0" Z="0"/>

</Element>

<Element ShapeName="ROCKEYE">

<Position X="0" Y="-0.384" Z="0"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

</Element>

<Element ShapeName="ROCKEYE">

<Position X="0" Y="-0.123" Z="0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="-0.6"/>

</Element>

<Element ShapeName="ROCKEYE">

<Position X="0" Y="-0.123" Z="-0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="0.6"/>

</Element>

</Launcher>

 

This works flawlessly. Now, when I try to do the same thing with the CBUs using this code:

 

<Launcher CLSID="{F3E2C806-CD30-42A9-8410-3F4030CF45D1}" Name="MER-3*3 CBU-97" Picture="CBU-97" Weight="1410" WorldID="2">

<Element ShapeName="MBD-3">

<Position X="0" Y="0" Z="0"/>

</Element>

<Element ShapeName="CBU-97">

<Position X="0" Y="-0.384" Z="0"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

</Element>

<Element ShapeName="CBU-97">

<Position X="0" Y="-0.123" Z="0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="-0.6"/>

</Element>

<Element ShapeName="CBU-97">

<Position X="0" Y="-0.123" Z="-0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="0.6"/>

</Element>

</Launcher>

 

I get this:

CBU.thumb.jpg.539784b5222d452d31933ce85a368801.jpg

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Another question: I know what the X, Y, and Z coordinates represent. What do the draw argument keys represent - namely 1, 2, and 3? I initially thought 3 was the rotational orientation, but as it seems to have no effect when I change it's value with the CBUs, I'm probably way off. Anyone?

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I've been toying around with this for a bit here, but I'm having one problem. Say, for instance, that I wanted to use this rack for 3 CBU-97s. If I use the coordinates etc. from the Mk-82s or Mk-20s, the CBUs overlap and the two higher/offset bombs are not rotated the approximatedly 45 degrees that they are when the same entries are used for the Mk-82s or Mk-20s, respectively.

 

For example:

 

<Launcher CLSID="{60CC734F-0AFA-4E2E-82B8-93B941AB11CF}" Name="MER-3*3 Mk-82" Picture="MK-82" Weight="783" WorldID="2">

<Element ShapeName="MBD-3">

<Position X="0" Y="0" Z="0"/>

</Element>

<Element ShapeName="MK-82">

<Position X="0" Y="-0.384" Z="0"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

</Element>

<Element ShapeName="MK-82">

<Position X="0" Y="-0.123" Z="0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="-0.6"/>

</Element>

<Element ShapeName="MK-82">

<Position X="0" Y="-0.123" Z="-0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="0.6"/>

</Element>

</Launcher>

<Launcher CLSID="{B83CB620-5BBE-4BEA-910C-EB605A327EF9}" Name="MER-3*3 Rockeye Mk20" Picture="ROCKEYE" Weight="726" WorldID="2">

<Element ShapeName="MBD-3">

<Position X="0" Y="0" Z="0"/>

</Element>

<Element ShapeName="ROCKEYE">

<Position X="0" Y="-0.384" Z="0"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

</Element>

<Element ShapeName="ROCKEYE">

<Position X="0" Y="-0.123" Z="0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="-0.6"/>

</Element>

<Element ShapeName="ROCKEYE">

<Position X="0" Y="-0.123" Z="-0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="0.6"/>

</Element>

</Launcher>

 

This works flawlessly. Now, when I try to do the same thing with the CBUs using this code:

 

<Launcher CLSID="{F3E2C806-CD30-42A9-8410-3F4030CF45D1}" Name="MER-3*3 CBU-97" Picture="CBU-97" Weight="1410" WorldID="2">

<Element ShapeName="MBD-3">

<Position X="0" Y="0" Z="0"/>

</Element>

<Element ShapeName="CBU-97">

<Position X="0" Y="-0.384" Z="0"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

</Element>

<Element ShapeName="CBU-97">

<Position X="0" Y="-0.123" Z="0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="-0.6"/>

</Element>

<Element ShapeName="CBU-97">

<Position X="0" Y="-0.123" Z="-0.160"/>

<DrawArg Key="1" Value="1"/>

<DrawArg Key="2" Value="1"/>

<DrawArg Key="3" Value="0.6"/>

</Element>

</Launcher>

 

I get this:

 

If I see that correctly, you have too many CBU-97's on those pylons. I think theres only 2 on that specific station.

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Ok, DrawArg 3 is in fact rotation around the hardpoint. 0.6 is about 45 degrees.

 

However, as far as I know, the CBU-97s were never loaded that way on a real A-10, I'm not even sure they can be.

 

If you still want to tweak this, here's how :

Arguments are specific to models. I think this argument is not taken into account by the CBU-97. Simply because it has been remodeled and support for this argument must not have been taken into account, since it didn't actually come often on a 3 bomb rack in the game anyway.

 

You can fix this by actually moving the bomb up and off the side, compensating Position for DrawArg 3.

 

Try z= ±0.180, y=-0.103 and play around with these values.

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Hitman, I'm just playing around with understanding these arguments. Merc, thanks for the info. Since I don't actually use the CBUs in that configuration, it's not the end of the world. I just like to know how things work. :D

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Hi Merc,

 

Very nice models!

 

I noticed one thing about the package.

You should not delete 2 cmd files. You can not restore them when uninstalled. You don't have to delete those files from the beginning. If same name lom and cmd files are existed, the lom has the priority to be used in the game.

 

EDIT:lom, not lod. corrected

TekaTeka from Japan

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Visit my site Beyond Visual Range.

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  • 1 month later...
According to this forum, his last activity was last friday on the 14th. So he's still probably around here, maybe send him a PM so a notification would go to his e-mail so he can come onto this forum?

 

Rgrt, I've already PM'd him earlier today, but theres no info for an e-mail contact in his details, so i guess we just have to wait till he comes on here...

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how about if you add it to your mod and give all the credits he deserves? I mean either way is alright but 1 mod for whole A-10 is better then 2 :D

 

we got lots of time..

20 days or so with optimistic guess for new hog to see taxiway..

if he wont show up until that time, I'll add it to the pack and give him credits..

No worry guys..

This mod is great..And will be in hogs package :)

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SIM-MOD Modeler

TURK!

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