The Viper having AMRAAMs as its primary missile is weird, it looks good and it makes the F-16 play more unique, but it feels weird not being able to attack ground targets with it, I also wish the gun was buffed like in Skies Rebalanced... are you ever planning to put out the drop tank and weapon changed Vipers as a stand alone add-on? they're basically the biggest reason why I'm downloading the mod! the swapped weapons are great too, I dislike GPBs quite alot and the UGB/4AGMs for the Viper are a great change
So compatibility is a give and take thing, as long as the contents of pak files don't override each other. You can use AC7modtools to create new packs that remove elements from a pak, or make them a separate one, for more flexibility. The way modtools works is that when you generate a pak, it only includes the files you've changed.
So, for example, if you open the skies rebalanced weaponstats changes file, and extract all of its contents. You could then navigate through the pak to the gun changes, click to replace each file, and replace them with the idtentical ones you extracted (these files will then change red in colour) If you then generate the pak, you'll have a .pak file that only includes the rebalanced gun changes, and so will be compatible with far more mods. I actually removed the gun changes from rebalanced in order to try the ones from the AC7 Enhanced Gunplay Mini Mod on moddb's files page instead, without conflicting with the other stat changes.
The real compatibility issues mainly show up when changing the files to make the weapon names and ammo counts accurate in the hangar.
Basically, as long as you don't care about that, and so you don't use the "Skies Revamped Weapon Counts_P.pak", then it seems to work just fine with Skies Rebalanced weapon stats pak.
However if I can help: you should change the blue line of the AGM-158 into a yellow line (blue means training and yellow means explosive used for real missiles and bombs).
The GBU-24 textures are exactly the same for Naval and OMDF (I don't think it is intended).
I didn't notice any difference between vanilla and your AGM-88 textures.
Just a heads up! This mod may not be compatible with other mods that modelswap special weapon meshes and/or refuel meshes. If you encounter bugs like missing pylons, uninstall other modelswaps for the plane and reload the game!
I added the files in the corect folder but the model for the GBU on the F-35C is not loading instead i am getting 4 AGM on the externals pylon. For the F16 nothing to say this mod is incredible
Out of curiosity, was there a technical limit in giving the model 4 LAGMs? Near as I can tell, the only way the F-16 can do that is to give up its wing drop-tanks, and its not actually cleared to carry more than 2. Just the pair of AGM-88's (like the in-game F-4) and a pair of visual-only Sidewinders (or just more AIM-120's) would be a more authentic look and, whilst I could be wrong, that did seem to be one of the goals with this. Of course, going full out Wild Weasel, the centre tank would also be dropped for the F-2A Kais IEWS model =p
Not a call to change it, just curious if it was a technical limit, or personal choice. Also waiting for Nexus to stop giving me a bad gateway error so I can actually download it~
Ngl, the decision to give the Viper HARMs on the outer pylon was totally a rule of cool deal, despite knowing that the irl Viper isn't capable of it. I did attempt to give it the ECM pod from the Super Kai, but the game was giving me hell and the textures weren't loading properly no matter what I did.
I'm not the biggest fan of static, non-fireable hardpoints just because they look strange once you exhaust all of your ammo so if I took away the outer HARMs, I'd probably leave the pylon empty, like with the 6AGM slot.
It would require a full aircraft modelswap, which is something I haven't attempted yet since it's supposedly very difficult. In theory, though, that wouldn't be a bad idea because LAGM, 6AGM, and UGBs would all have room for 4 AMRAAMs. And will be something I revisit if I learn to do those modelswaps
18 comments
You can use AC7modtools to create new packs that remove elements from a pak, or make them a separate one, for more flexibility.
The way modtools works is that when you generate a pak, it only includes the files you've changed.
So, for example, if you open the skies rebalanced weaponstats changes file, and extract all of its contents.
You could then navigate through the pak to the gun changes, click to replace each file, and replace them with the idtentical ones you extracted (these files will then change red in colour)
If you then generate the pak, you'll have a .pak file that only includes the rebalanced gun changes, and so will be compatible with far more mods.
I actually removed the gun changes from rebalanced in order to try the ones from the AC7 Enhanced Gunplay Mini Mod on moddb's files page instead, without conflicting with the other stat changes.
The real compatibility issues mainly show up when changing the files to make the weapon names and ammo counts accurate in the hangar.
Basically, as long as you don't care about that, and so you don't use the "Skies Revamped Weapon Counts_P.pak", then it seems to work just fine with Skies Rebalanced weapon stats pak.
try the aces' choice one
However if I can help: you should change the blue line of the AGM-158 into a yellow line (blue means training and yellow means explosive used for real missiles and bombs).
The GBU-24 textures are exactly the same for Naval and OMDF (I don't think it is intended).
I didn't notice any difference between vanilla and your AGM-88 textures.
For the F16 nothing to say this mod is incredible
Near as I can tell, the only way the F-16 can do that is to give up its wing drop-tanks, and its not actually cleared to carry more than 2.
Just the pair of AGM-88's (like the in-game F-4) and a pair of visual-only Sidewinders (or just more AIM-120's) would be a more authentic look and, whilst I could be wrong, that did seem to be one of the goals with this.
Of course, going full out Wild Weasel, the centre tank would also be dropped for the F-2A Kais IEWS model =p
Not a call to change it, just curious if it was a technical limit, or personal choice.
Also waiting for Nexus to stop giving me a bad gateway error so I can actually download it~
I'm not the biggest fan of static, non-fireable hardpoints just because they look strange once you exhaust all of your ammo so if I took away the outer HARMs, I'd probably leave the pylon empty, like with the 6AGM slot.