I like the idea of giving missiles accurate models, thank you for your work! Quick question though, does it also give the AI fighters more pylons and missiles instead of just the 2 default regular MSL?
I did try adding 2 more WS sockets to the static meshes (for planes like F-15C); no matter how many I add, it'll just display a max of 2 missiles for the AI/NPC planes. Not to mention that the Flankers there are still using the R-60Ms 🤣🤣🤣 despite I've already changed that to R-73. My guess is that it's hardcoded smwh that I can't even change it, but at least I tried.
This is reflected in my SPW Swap and VisMod Collection, BTW; AIMP and AI-AWP here are just changing missile models of every ground units only to the proper ones.
Enhanced Gunplay mod patch patches the missiles to behave realistically, which sadly includes speed increase. The XSAMs and SAMs on Aegis Ashore installation are being the most notable since they're based on Rapier SAM system with its missile traveling like HVAA.
If you don't have that installed within the optional patch, then the speed increase changes on enemy missiles are little to none, apart from enemy Destroyers having their VLS launchers functional (it was non-functional in the original/unmodded game for easier difficulty).
Can't say for sure, but the thing is, I only change the missile models, and that's it. If there're changes to the missile stats, either I touched it but not to an extent that it's like EGM, or I don't. The EG patch is a separate pak that you can install only if you play the game alongside the Enhanced Gunplay mod because that'll amp up the XSAMs to HVAA level.
Most of the KYE modules that modify the naming instance for ground units will be overwritten with EGM (EOM's Enhanced Gunplay mod) if any. My mod offers support/patch for KYE that patches the Voslagian units in Mission 18, and the patch for EGM offers custom missile stats and missile model change while having some units patched, like the Destroyer with its unused SAM launcher at the bow of the ship.
Either way, I've tried testing mission 2 with this mod, EGM, KYE, and my SPW Swap and VisMod Collection mod; I have no crashes on my end. And last time someone reported a game crash/glitch to me was a YouTuber named Knight Valfodr in Blaze's Discord server that was interested with my UAV-45 Malebolge compatibility patch intended for SPW Swap and VisMod Collection mod.
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This is reflected in my SPW Swap and VisMod Collection, BTW; AIMP and AI-AWP here are just changing missile models of every ground units only to the proper ones.
If you don't have that installed within the optional patch, then the speed increase changes on enemy missiles are little to none, apart from enemy Destroyers having their VLS launchers functional (it was non-functional in the original/unmodded game for easier difficulty).
Also changes the Helios missiles to missiles launched by Arsenal Bird itself (funny that it uses Hawk missile model tho).
I use EOM, Know your enemy, NoPortrait as well as HUD reticle and color mods
Either way, I've tried testing mission 2 with this mod, EGM, KYE, and my SPW Swap and VisMod Collection mod; I have no crashes on my end. And last time someone reported a game crash/glitch to me was a YouTuber named Knight Valfodr in Blaze's Discord server that was interested with my UAV-45 Malebolge compatibility patch intended for SPW Swap and VisMod Collection mod.