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Author Topic: Ar-234B-2 weapon mod, RATO & AI fixes  (Read 8450 times)

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Twister

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Ar-234B-2 weapon mod, RATO & AI fixes
« on: July 24, 2011, 03:16:18 PM »



Weapon mod, not pretending to be fully historically/technically authentic, improved 4.10 adaptation of my old mod for AAA.
I wanted to try different experimental & "what-if" weapons loadouts, including X-4 missiles (forward & rearward facing) and so-called "Magirus-bombe" - gunpods under fuselage and engines gondolas.

Also, mod features various fixes, for ex., RATO units now producing rocket sound and not disappearing at certain altitude.
AI fixes allows planes under AI control use rear MG151 guns for self-defence and deploy new weaponry, including rear-firing X-4 missiles. Fire solution for X-4 missiles also improved over AAA version, now AI can make stand-off guided air-to-ground launches.
AC marked as recon plane.

Rearward guns is primary weapon, gunpods is secondary (use switch cockpit key to aim). Take note: they are facing opposite, no sense to fire them simultaneously. Info on gunpods ammo capacity controversal, so I chose to load it with 1000 rounds each barrel. It must be enough for most of the tasks.

Additional weapon loadouts:
2x Ruhrstahl X-4
"Magirus bombe" 2x MG 151 + 2x X-4


2x MG 151 + X-4 + X-4 ruckwarts  (one of missiles is rear-faced, can be used for defence, launch by bomb key)
2x"Magirus bombe" MG 151       


2x"Magirus bombe" MG151 + AB500
2x"Magirus bombe" MG151 + SC500
2x Ruhrstahl X-7 "Steinbock"     (LOS-guided air-to-ground missile, use padlock to lock on air targets)
2x X-7 Steinbock + "Magirus bombe"
2x X-7 Steinbock + AB 500
2x PC 1000 Rs "Paul"                (Zorin's weapon mod required)
3x Luftmarkierungskorpers         ("Christbaums" - paraflares)
SB 1000 + Typ D Abwurftanks    (Zorin's weapon mod required for SB 1000 loadouts)
SB 1000 + 2x "Christbaums"
SB 1000 + 2x X-4 ruckwarts      (defensive X-4 included, use periscope to aim)

"Backfire" X-4 launch

SC 1000 + Typ D Abwurftanks


SC 1000 + 2x "Christbaums"
SC 1000 + 2x X-4 ruckwarts
SD 1000 + Typ D Abwurftanks
SD 1000 + 2x "Christbaums"
SD 1000 + 2x X-4 ruckwarts
PC 1600

Note about "Steinbock" AGM:
"Steinbock" IR-guided AGM is targeted by padlock or line of sight direction (LOS). LOS targeting working either for inside(cockpit) or outside views.
AGM will steer yourself to illuminated ground (preferably) target, target can be changed anytime by switching padlock target or by just changing LOS.
Missile can be launched preliminarily. No IFF check performed, so check your fire.
Unfortunately, I failed to implement LOS targeting to naval targets, so closest ship in fore 23-degree angle will be locked.
If friendlies accidentaly comes under your fire, missile can be terminated in mid-air by using any X-4 control (bombsight keys).

Known issues:
Due to game AI restrictions for Ar-234's, AI-controlled Ar-234's not engaging air targets, except targets of opportunity and attackers in rear hemisphere.
During ground attacks AI fires rearward guns on ingress. Sometimes AI faking ground attack, while has no appropriate ammo.
Paraflares loadouts is not recommeded for AI use - fire solution unappropriate for Ar-234's.
In loadout screen rearward firing missiles looks facing forward.

Credits to Storebror for the idea how to make AI launch missiles from AC class, and to Zorin for great weapon mod.

Download links (both required):

http://www.gamefront.com/files/20401464/RocketXseries410_rar
http://www.gamefront.com/files/20592157/AR_234B2_rar
new dl link in reply #10 below.
Mediafire Download Mirror:
https://www.mediafire.com/download/of0tbl34zxip0j3/AR-234B2.rar
https://www.mediafire.com/download/4lnq99a5xsz64s4/RocketXseries410.rar

EDIT: To install, unpack the RAR folder to your \MODS directory.

Now you can try Ar-234B-2 in nightfighter, recon and fighter-bomber role. Have a fun!
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Tute

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Re: Ar-234B-2 weapon mod, RATO & AI fixes
« Reply #1 on: July 24, 2011, 04:57:57 PM »

Thanks, Twister! :)
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Vampire_pilot

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Re: Ar-234B-2 weapon mod, RATO & AI fixes
« Reply #2 on: July 25, 2011, 08:04:07 AM »

looks great as allways, mate :)
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Badmuthafunker

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Re: Ar-234B-2 weapon mod, RATO & AI fixes
« Reply #3 on: July 25, 2011, 08:18:39 AM »

Thanks Twister, where do we put the folders mate? I dropped them into my #SAS folder (ModAct 3.06) to no effect, so I've obviously cocked up somewhere!  :)
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Twister

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Re: Ar-234B-2 weapon mod, RATO & AI fixes
« Reply #4 on: July 25, 2011, 12:26:47 PM »

Thanks Twister, where do we put the folders mate? I dropped them into my #SAS folder (ModAct 3.06) to no effect, so I've obviously cocked up somewhere!  :)

U welcome.
It supposed to be unpacked into \MODS directory.
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he162a

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Re: Ar-234B-2 weapon mod, RATO & AI fixes
« Reply #5 on: July 25, 2011, 01:24:02 PM »

Very fun, thanks for your time, been having a good time with this.
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Badmuthafunker

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Re: Ar-234B-2 weapon mod, RATO & AI fixes
« Reply #6 on: July 28, 2011, 01:16:07 PM »

That's where I put them (#SAS)?
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Badmuthafunker

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Re: Ar-234B-2 weapon mod, RATO & AI fixes
« Reply #7 on: July 28, 2011, 03:29:46 PM »

Sorry CF, entirely my fault. It was a statement, not a question.  ;D

The question mark was meant to signify my confusion. Twister replied to my first post that the correct place was the "Mods" folder, which is, of course, #SAS in ModAct 3.06, if you see what I mean. I put the mod into #SAS straight after downloading. There's no change to the AC loadouts.
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KuupoLOL

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Re: Ar-234B-2 weapon mod, RATO & AI fixes
« Reply #8 on: October 24, 2011, 04:14:06 AM »

How about making this also for the Ar 234 C2?
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KingTiger503

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Re: Ar-234B-2 weapon mod, RATO & AI fixes
« Reply #9 on: August 16, 2014, 10:49:15 PM »

I think the Link is dead, Pls Re-upload. thanks
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SAS~Gerax

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Re: Ar-234B-2 weapon mod, RATO & AI fixes
« Reply #10 on: August 18, 2014, 04:26:07 AM »

See the attachment of this post
for the AR_234B2.rar file.
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KingTiger503

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Re: Ar-234B-2 weapon mod, RATO & AI fixes
« Reply #11 on: August 18, 2014, 09:34:51 AM »

Ohhh Wow, Thanks man
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