| CAPTAIN SIM FORUM | |
|
Weapon for FSX >> Weapon for FSX >> Missile Hang Up, Please Help!
https://www.captainsim.org/forum/csf.pl?num=1314230918 Message started by wingclip on Aug 25th, 2011 at 12:08am |
|
|
Title: Missile Hang Up, Please Help! Post by wingclip on Aug 25th, 2011 at 12:08am
Hi folks, before I ask this question please know that I did try to search for anything similar in the website but no cigar.
I have got to be doing something wrong because I can't fire any of the missiles. I can cycle through them and I have no problem with the machine guns or rockets but not any of the missiles. I've tried all kinds of combinations as far as switch positions go and I don't see anything in the manual that states I have to do something different than I do with the other weapon categories. Anyone know what I'm doing wrong? I have FSX Gold Deluxe w/Accl pack and Windows 7 64bit O/S. Thanks |
|
Title: Re: Missile Hang Up, Please Help! Post by Markoz on Aug 25th, 2011 at 2:44am
Do the missiles require you to "Lock On" to a target first? Or can they just be fired at any target at any time?
Is this still to do with Petes (ptds) add-on mods for Weapon? Mark |
|
Title: Re: Missile Hang Up, Please Help! Post by wingclip on Aug 25th, 2011 at 7:33pm
No Mark, I'm speaking of the default missiles. Pete and I have a PM meeting tonight regarding the add-on problem.
As for the default missile problem, I have tried a number of switch positions, (radar and others), and even tried to fire with the F18 that comes with the program. I have no problem with the guns and Rockets but its no-go for the missiles. You know, I didn't think to check and see if the missiles must be fired with a different button. I have been using my joystick trigger and I tried my joystick "Fire" Button also, (Logitech G940 system). Do you think that could be the problem? Do I have to have an actual target, (besides a standard house or something like that in the sceneary)? Because the guns and rockets let me fire anywhere at any time so I guessed that the missiles would too. Thanks |
|
Title: Re: Missile Hang Up, Please Help! Post by ptds on Aug 25th, 2011 at 9:39pm
You need to be locked on to fire any of the missiles, i.e in range light 'on' and 'lock on' light lit.
Set the 'Air' & 'Ground' switch according to the selected missile i.e use 'ground' and the Alarm missile and this will lock onto a ground target. Set to 'Air' and the AIM 9 for an AI target, also bear in mind you need to be in range as well. For something like the AIM it ia about 6 miles, for the Alarm it is a lot further. Ground targets that initiate a lock on are not all scenery items, they have to be models and so things like AI aircraft on the ground at Bournmouth airport in the UK for instance or the little fuel truck that drives around the airfield are all lock on targets. Ordinary scenery items do not act as lock on targets. If you set the range to 50 miles and have a fly around you will get a lock on, then fly and keep the square inside the circle and when in range you get a tone and can fire the missile. Pete |
|
Title: Re: Missile Hang Up, Please Help! Post by wingclip on Aug 26th, 2011 at 12:45am
Thank You Peter. I have heard the alarm, (as stated in the manual), but will the missile fire into the air or at some random place on the ground like the guns and rockets do? Or must I have a real target before the missile is willing to launch?
PSD I have replied to you in with email and PM as well. |
|
Title: Re: Missile Hang Up, Please Help! Post by wingclip on Aug 26th, 2011 at 2:09am
Please ignore that last question if you already haven't. I just realized that you answered that already. Sorry
|
|
Title: Re: Missile Hang Up, Please Help! Post by Markoz on Aug 26th, 2011 at 6:11am
The default fire button (Joystick Button #1) for Weapon fires all my weapons (guns, rockets and missiles). Guns and rockets do not require a Lock on target, but the missiles do.
|
|
Title: Re: Missile Hang Up, Please Help! Post by ptds on Aug 26th, 2011 at 7:30pm
Mark,
For info, I have changed the fire button assignment in the original .xml file to button 2 for my setup. I did this when I first got weapons and have used this as the default .xml when creating the modified versions for each of the new missiles. I think and this is why the weapons are not working for wingclip. He has told me he has made no changes to the default .xml file and so he will still be using button 1. I can sort this for him. I did mention this fact in the attached 'readme' file. Pete Pete |
|
Title: Re: Missile Hang Up, Please Help! Post by Markoz on Aug 27th, 2011 at 2:52am
Hi Pete.
I saw that you had done that (and I know how I can fix it if necessary) but I'm curious as to how he can get a conflict between the original CSWeapon.xml and yours. Once yours overwrites (or replaces) the original, button two is used for the fire button. Or does it need to be the same control in FSX\Captain_Sim\weapon\loader\cfg\unit.dat? I keep saying I will use add and use your mods. Now I think it is time to do so. I've been getting too distracted by other things lately. So many things to do. So little time to do them! :-[ It is time...I shall get back after I tryout your weapon mods! :D Mark |
|
Title: Re: Missile Hang Up, Please Help! Post by ptds on Aug 27th, 2011 at 7:44pm
Mark,
As far as I am aware the trigger setting is taken from the .xml file. Wingclip is now up and running and managing to fire his missiles. Glad you enjoyed the missiles. I am now going to start building my scenery of a bombing range here in the UK, I did set out to do this some time ago and got sidetracked building missiles! I do enjoy it and they are quite quick and easy to make as well. My targets are all made and I have just purchased Instant scenery so now I have to get my head around that..... Regards Pete |
|
Title: Re: Missile Hang Up, Please Help! Post by wingclip on Aug 27th, 2011 at 8:54pm
Thanks Everybody! I got it. As Mark said, I had to have an actual target before I could fire. And Peter has been working with me and I got it sorted out.
And Mark, the reason why I was getting the XML rename thing all screwed up was because I thought that I was supposed to actually try and merge the new XML file, (Peters), with the XML File that was placed there when I used the Loader. I didn't understand what Peter meant at the time. Now I know and what I typically do is rename the 'Loader' XML something like "OrigCSWeapon" and then I copy and paste Peter's XML file into the folder and rename it"CSWeapon" Prior to understanding that, I was trying to merge the info of both and that was causing problems :) Thanks for the help, all is now running fine. |
|
Title: Re: Missile Hang Up, Please Help! Post by Markoz on Aug 28th, 2011 at 7:47am
To get the Phoenix to work, I had to change the Trigger association from <Action name="fire" control="joystick:1:button:1" /> back to <Action name="fire" control="joystick:0:button:0" />
I also thought that with joystick:0:button:0: being for Joystick 1 button 1, that it would mean that joystick:1:button:1: would associate the fire button to Joystick 2 Button 2. :-/ Mark |
|
CAPTAIN SIM FORUM » Powered by YaBB 2.6.0! YaBB Forum Software © 2000-2026. All Rights Reserved. |