Stormworks: Build and Rescue

Stormworks: Build and Rescue

NNTC "Weapons Pack" V0.3.5 (AIM-120 Upgrade)
352 Comments
thatcoolcat1  [author] 5 Sep @ 8:18am 
Composite channel 5 will set the frequency for the missile to home in on
Large Manager 5 Sep @ 8:14am 
How do I get the AGM88 to work
William107426 19 Aug @ 10:18am 
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  [author] 18 Aug @ 3:12pm 
you cant xml radars
Calvary Gaming 18 Aug @ 3:11pm 
yo, did u xml edit the radar?
thatcoolcat1  [author] 18 Aug @ 3:03pm 
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://gtm.steamproxy.vip/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 @ 2:58pm 
wait why does it say this was last updated a year and a half ago?
Calvary Gaming 18 Aug @ 2:15pm 
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 @ 2:08pm 
Fins*
Calvary Gaming 18 Aug @ 2:08pm 
and the front ones are the ones that move and the rear ones dont move
thatcoolcat1  [author] 18 Aug @ 2:05pm 
you can get no smoke trail if you stretch the booster to be over 100k blocks long
Calvary Gaming 18 Aug @ 2:04pm 
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 @ 2:02pm 
okay, So Pretty much its all just vanilla, exept for the booster and the things to make it look good
thatcoolcat1  [author] 18 Aug @ 2:01pm 
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 @ 1:59pm 
by no xml files edited I mean that's physical or looking like something
Calvary Gaming 18 Aug @ 1:58pm 
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  [author] 18 Aug @ 1:54pm 
more fins means more manuverability really. only use the front fins for steering, rear for stability.
Calvary Gaming 18 Aug @ 1:53pm 
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 @ 4:27am 
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  [author] 31 Jul @ 4:57pm 
thats weird, what targets are you using it against?
j 31 Jul @ 4:57pm 
AIM-92 Stinger seems to bounce when fired from my fighter and rarely explodes. Is this an issue only on my end?
thatcoolcat1  [author] 26 Jul @ 2:00pm 
@OSCH04 check the link at the top of the description
thatcoolcat1  [author] 26 Jul @ 2:00pm 
@spongbob rgm is surface launch, AGM is air launch
thatcoolcat1  [author] 26 Jul @ 1:59pm 
@Shaggy finally some good ideas
OSCH04 26 Jul @ 1:39pm 
a short Description what each wapon can/ does and how it can be used would be nice
Spongbob 13 Jul @ 2:26am 
is there a difference between RGM and AGM-84 Harpoon variants?
Shaggy 10 Jul @ 1:04pm 
can we see the jericho missle from iron man?
J O N E Z Y 1 Jul @ 10:56am 
ah okay, thank you so much! :steamhappy:
thatcoolcat1  [author] 1 Jul @ 10:24am 
Aft/middle hardpoint location
J O N E Z Y 1 Jul @ 9:47am 
What is the difference in the drop tanks? M and A?
1eminence死123神123 13 May @ 7:23am 
I'll try this
1eminence死123神123 13 May @ 7:22am 
The coordinates are being transmitted correctly, the electricity is on, and the antenna is on
thatcoolcat1  [author] 13 May @ 7:22am 
This vehicle has the 120B and the midcourse guidance works with the forward radar https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3329427307
thatcoolcat1  [author] 13 May @ 7:20am 
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 May @ 7:17am 
The coordinates of the target are transmitted correctly, and the rocket does not adjust its direction during flight
1eminence死123神123 13 May @ 7:16am 
The radio frequencies match
thatcoolcat1  [author] 13 May @ 7:05am 
You may need to copy the microcontroller for the radio frequency from the missile
1eminence死123神123 13 May @ 7:02am 
could you explain the principle of transmitting coordinates for 120b, because when transmitting the same coordinates, 120a gets in, but 120b doesn't
thatcoolcat1  [author] 13 May @ 6:54am 
They all work
1eminence死123神123 13 May @ 6:45am 
Are the AIM 120b working?
thatcoolcat1  [author] 10 May @ 4:18pm 
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 May @ 4:09pm 
What about the GBU-12s?
thatcoolcat1  [author] 10 May @ 4:04pm 
i think the hellfires go about 400m/s themselves, so im not sure it would work out well at max speed
cathymb1 10 May @ 4:02pm 
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  [author] 10 May @ 3:57pm 
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 May @ 3:56pm 
thatès good. But if the boosters aren't there for thrust, are they there for weight?
thatcoolcat1  [author] 10 May @ 2:14pm 
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 May @ 2:01pm 
I travel faster than it btw
cathymb1 10 May @ 2:01pm 
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  [author] 10 May @ 1:29pm 
Its a guided bomb so no