Stormworks: Build and Rescue

Stormworks: Build and Rescue

NNTC "Weapons Pack" V0.3.5 (AIM-120 Upgrade)
352 kommentarer
thatcoolcat1  [ophavsmand] 5. sep. kl. 8:18 
Composite channel 5 will set the frequency for the missile to home in on
Large Manager 5. sep. kl. 8:14 
How do I get the AGM88 to work
William107426 19. aug. kl. 10:18 
Im going to be honest im trying to put different missiles on the F-16C but have no clue where to start as in taking the stock missiles off and putting the ones on this pack on, can someone link a video explaining it?
thatcoolcat1  [ophavsmand] 18. aug. kl. 15:12 
you cant xml radars
Calvary Gaming 18. aug. kl. 15:11 
yo, did u xml edit the radar?
thatcoolcat1  [ophavsmand] 18. aug. kl. 15:03 
lebron longevity. im very sure that "better" weapons could be made, but i think these are quite decent. weapon development for quality weapons in sw is a pain, and i really dont see a huge need to update the pack until something like gimballed missile radars or different warheads are added to the game.

the pack is missing ordinance like torpedoes and very small gps glide bombs. for torps check out this very cool torpedo: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3473945917 and for small gps glide bombs, honestly the nq ones are good. they follow gps then they do antichaff terminal (i think) and are really small. i see no reason to try to remake something to an identical specification.

I do have ideas for an upgraded anti-ship cruise missile, with better seeker and heavier warhead. but only time will tell if i get to it.
cryptofurball75 18. aug. kl. 14:58 
wait why does it say this was last updated a year and a half ago?
Calvary Gaming 18. aug. kl. 14:15 
And, Last question, How do you Make the cool looking Fins, Like the one that extends for i think its the harpoon, and the cool fins on the amram, is it just stretching
Calvary Gaming 18. aug. kl. 14:08 
Fins*
Calvary Gaming 18. aug. kl. 14:08 
and the front ones are the ones that move and the rear ones dont move
thatcoolcat1  [ophavsmand] 18. aug. kl. 14:05 
you can get no smoke trail if you stretch the booster to be over 100k blocks long
Calvary Gaming 18. aug. kl. 14:04 
also, How do I edit the booster to not have a smoke trail, and All I have to do is leave the fins At the front to acctully move and the fins at the back to do absolutly nothing
Calvary Gaming 18. aug. kl. 14:02 
okay, So Pretty much its all just vanilla, exept for the booster and the things to make it look good
thatcoolcat1  [ophavsmand] 18. aug. kl. 14:01 
xml editing fins is only useful in special cases, xml edited inf range boosters are a must, set the fuel to -1 to get inf range. invis mcs are sometimes used to balance the center of mass, others are there for ehcs missile data, or midstage guidance or gps guidance.
Calvary Gaming 18. aug. kl. 13:59 
by no xml files edited I mean that's physical or looking like something
Calvary Gaming 18. aug. kl. 13:58 
ohh okay, so pretty much theres no edited XML files,and also whats the invisible mc's for, BC If that's not necessary imma try to do it and make my own and test it on my newest strike fighter, BC i need to understand it better to make it go nicely with my fighter
thatcoolcat1  [ophavsmand] 18. aug. kl. 13:54 
more fins means more manuverability really. only use the front fins for steering, rear for stability.
Calvary Gaming 18. aug. kl. 13:53 
Hey, I was wondering, If somehow you could teach me how these Things are just so accurate, Ive been trying to build my own missile collection, and I just learned how to Do the XML stuff, I was wanting to know whats the logic and How y'all made it so accurate, Because default stuff sicks
j 1. aug. kl. 4:27 
tried it on ICM as well as Bungeling Raiders, as well as just terrain. Tried it on the following Physics Detail Low and High, same issues.
thatcoolcat1  [ophavsmand] 31. juli kl. 16:57 
thats weird, what targets are you using it against?
j 31. juli kl. 16:57 
AIM-92 Stinger seems to bounce when fired from my fighter and rarely explodes. Is this an issue only on my end?
thatcoolcat1  [ophavsmand] 26. juli kl. 14:00 
@OSCH04 check the link at the top of the description
thatcoolcat1  [ophavsmand] 26. juli kl. 14:00 
@spongbob rgm is surface launch, AGM is air launch
thatcoolcat1  [ophavsmand] 26. juli kl. 13:59 
@Shaggy finally some good ideas
OSCH04 26. juli kl. 13:39 
a short Description what each wapon can/ does and how it can be used would be nice
Spongbob 13. juli kl. 2:26 
is there a difference between RGM and AGM-84 Harpoon variants?
Shaggy 10. juli kl. 13:04 
can we see the jericho missle from iron man?
J O N E Z Y 1. juli kl. 10:56 
ah okay, thank you so much! :steamhappy:
thatcoolcat1  [ophavsmand] 1. juli kl. 10:24 
Aft/middle hardpoint location
J O N E Z Y 1. juli kl. 9:47 
What is the difference in the drop tanks? M and A?
1eminence死123神123 13. maj kl. 7:23 
I'll try this
1eminence死123神123 13. maj kl. 7:22 
The coordinates are being transmitted correctly, the electricity is on, and the antenna is on
thatcoolcat1  [ophavsmand] 13. maj kl. 7:22 
This vehicle has the 120B and the midcourse guidance works with the forward radar https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3329427307
thatcoolcat1  [ophavsmand] 13. maj kl. 7:20 
Check that electricity and the transmit switch are good, also you may need to ensure that your sent coordinates on 1,2,3 are constantly moving and not a single point (but I don't think that should affect it)
1eminence死123神123 13. maj kl. 7:17 
The coordinates of the target are transmitted correctly, and the rocket does not adjust its direction during flight
1eminence死123神123 13. maj kl. 7:16 
The radio frequencies match
thatcoolcat1  [ophavsmand] 13. maj kl. 7:05 
You may need to copy the microcontroller for the radio frequency from the missile
1eminence死123神123 13. maj kl. 7:02 
could you explain the principle of transmitting coordinates for 120b, because when transmitting the same coordinates, 120a gets in, but 120b doesn't
thatcoolcat1  [ophavsmand] 13. maj kl. 6:54 
They all work
1eminence死123神123 13. maj kl. 6:45 
Are the AIM 120b working?
thatcoolcat1  [ophavsmand] 10. maj kl. 16:18 
those compound the problem more, my laser targeting system can only point 45deg in any direction, and with a conventional bomb you need to be able to point over 90deg downwards to guide the bomb.
cathymb1 10. maj kl. 16:09 
What about the GBU-12s?
thatcoolcat1  [ophavsmand] 10. maj kl. 16:04 
i think the hellfires go about 400m/s themselves, so im not sure it would work out well at max speed
cathymb1 10. maj kl. 16:02 
One last thing, do you think the FLIR Pod or the laser guidance attachment you made for aircraft would work on one that goes ~420 m/s? I want to replace the old AGMs I had with some laser guided ones since they are more reliable.
thatcoolcat1  [ophavsmand] 10. maj kl. 15:57 
they are negative mass boosters, its all part of the magic that makes the bomb act like a normal bomb, but also impact with immense force
cathymb1 10. maj kl. 15:56 
thatès good. But if the boosters aren't there for thrust, are they there for weight?
thatcoolcat1  [ophavsmand] 10. maj kl. 14:14 
Yeah that's the odd thing with the space update that made radars able to track your own vehicle. Id reccomend putting a 1 second capacitor (1s charge) in the bomb between the hardpoint and the radar for radar power. Should delay the tracking.
cathymb1 10. maj kl. 14:01 
I travel faster than it btw
cathymb1 10. maj kl. 14:01 
Thanks, but how do I stop it from tracking my jet? Every time I fire one it just tracks me instead of the ground target
thatcoolcat1  [ophavsmand] 10. maj kl. 13:29 
Its a guided bomb so no