Author Topic: I'd like to know too  (Read 7828 times)

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Offline zzc

  • 26
Is this possible? If so how would I go about it? I particularly want to add the weapons and ships of Blue Planet to vanilla FS2 Open.
I've never modded this game before, so if anyone could explain how to or point me to the appropriate tutorial it would be appreciated.

I'm just thinking of making new custom weapons from existing stock, and making a ship available in the whole campaign. I'd like a simple guide using retail assets to make overpowered stuff.

Its kinda hard to find custom ships and weapons -  the wiki links are mostly broken.

I joined this site for MCO. I got back to this game decades after fooling around with it as a kid - got blown up many times, by shots or crashing straight into capships....  :D
« Last Edit: January 20, 2019, 08:44:41 pm by zzc »

 
As for the broken wiki links...

Some weapons are here too: https://www.hard-light.net/forums/index.php?topic=94951.0

Some ships (minus Inf Nostos): https://www.hard-light.net/forums/index.php?topic=94364.0

 

Offline zzc

  • 26
OK thanks.

So how do I make a mod ship & weapons usable in the vanilla campaign?

I am guessing that for this game, a model has defined areas for primary and secondary weapons. Modifying this means editing the model?

Is it precedent or is there any ship that can fire more than 2 missiles per salvo?

For weapons I can just go with a tbm file to override the existing? Like removing the lock timer for the trebuchet.


 
Making Blue Planet's weapons and ships work in Vanilla FS2 is very straight forward, although due to the large number of both of them doing all of them could be quite work intensive. You asked a few questions in your last post so let's tackle them one at a time.

Ships require a table, you can find this in BP's ships.tbl, which will have the relevant entry for whatever ship you want, and you can then put that, and any other ships you want into a somethingsomething-shp.tbm in data/tables. Ships also need an actual model ("$POF file: fighter01.pof" for instance), you can copy that from BP in it's models folder and into your own data/models, and the model needs textures (open the model in PCS2 -> Textures). All those listed (as well as any ending in -normal, -shine, -glow, -AO, -misc, or -reflect) will need to be copied from maps into your own data/maps.

Weapons, like ships, need a table entry from a weapons.tbl or something-wep.tbm, into your own version of the same. They will probably use several bitmaps and animations, such as @Laser Bitmap: and $Impact Explosion: both of which can be found in the effects folder, and also one or more sounds (ships also use sounds) which will simply say a number like '127'. In sounds.tbl there will be a long list of sounds and that number is the index in this file, so you would go to the 127th entry and see that it uses 'whatever.wav', so you can then go to the sounds folder, copy and paste the sound file into your own sounds folder, and then (very important) update your own sounds.tbl so that one of the entries uses your new sound file and then make sure that the weapon uses the proper index number for it.

To make them usable in the Vanilla Campaign requires changing all the missions and the campaign file itself. Using FRED to open the campaign file go to Initial Status and then make sure the ships/weapons you want to be usable are checked for both dialogs (this is where you set what you're allowed to use at the outset). Then go to every mission Editors -> Team Loadout and then check every ship and weapon you want usable in those two lists.

You will still probably run into a few issues, but that's the broad level overview of it, and let us know if you need more detail on any of it.

I am guessing that for this game, a model has defined areas for primary and secondary weapons. Modifying this means editing the model?
I'm not entirely sure what it is you want to change here. If you want to change the number of banks or the number of firepoints, you will need to edit the model, but in a pretty easy way. Just open up the .pof in PCS2 -> Weapon Points -> Gun or Missle Points and then on the right you can add or remove or move the points as you want.

Is it precedent or is there any ship that can fire more than 2 missiles per salvo?
There is plenty of precedent! I'm sure you've heard of the Hornet or Tornado which will fire several more than 2. It's as easy as adding $Swarm: 27 to go from normal to Macross missile massacre.

For weapons I can just go with a tbm file to override the existing? Like removing the lock timer for the trebuchet.
You absolutely can. You can follow the steps above but instead of copying the whole table entry you can add just the $Name: followed by whatever it is you want to change.

 

Offline zzc

  • 26
Thank you thats very easy for a noob like me to follow.


Weapons, like ships, need a table entry from a weapons.tbl or something-wep.tbm, into your own version of the same. They will probably use several bitmaps and animations, such as @Laser Bitmap: and $Impact Explosion: both of which can be found in the effects folder, and also one or more sounds (ships also use sounds) which will simply say a number like '127'. In sounds.tbl there will be a long list of sounds and that number is the index in this file, so you would go to the 127th entry and see that it uses 'whatever.wav', so you can then go to the sounds folder, copy and paste the sound file into your own sounds folder, and then (very important) update your own sounds.tbl so that one of the entries uses your new sound file and then make sure that the weapon uses the proper index number for it.


No wonder my weapons table wont load, it was wrongly named. I'll doodle up a ship mod later. Weapons are easier for me.


What I meant by the weapons point;

In mechcommander a mech has 4 weapon nodes, means only max 4 weapons will fire at once. If you stuffed the mech with 6 weapons, it would fire 4 then the remaining 2. The 8 gun ship I rather liked so trying to see if it could be easily mimic onto other ships.

If only the shivan ship was not a one mission ship..... it looks wicked with all its pointys.

 

Offline 0rph3u5

  • 211
  • Oceans rise. Empires fall.
For weapons I can just go with a tbm file to override the existing? Like removing the lock timer for the trebuchet.
You absolutely can. You can follow the steps above but instead of copying the whole table entry you can add just the $Name: followed by whatever it is you want to change.

You need to follow up e.g.
Code: [Select]
$Name: Tempestwith
Code: [Select]
+nocreate
Otherwise the engine will throw a debug message at you for an incomplete entry. With "+nocreate" set the engine will just pull all data you did not enter something for from the original entry.

For an example, TLG's changes to the Infyrno look like this:
Code: [Select]
$Name: Infyrno
+nocreate
+Description: XSTR("
Anti-Bomber Weapon, Unguided
Yield 60, 14 Submunitions
Range 1800m Reload 5s
Submunition Yield 40
", -1)
$end_multi_text
$Velocity: 300.0
$Lifetime: 6.0
+Weapon Range: 1800
All these just ups weapon lifetime and speed to give it a much safer range and adjust the description in the loadout screen to match.
« Last Edit: January 21, 2019, 04:11:39 am by 0rph3u5 »
"As you sought to steal a kingdom for yourself, so must you do again, a thousand times over. For a theft, a true theft, must be practiced to be earned." - The terms of Nyrissa's curse, Pathfinder: Kingmaker

==================

"I am Curiosity, and I've always wondered what would become of you, here at the end of the world." - The Guide/The Curious Other, Othercide

"When you work with water, you have to know and respect it. When you labour to subdue it, you have to understand that one day it may rise up and turn all your labours into nothing. For what is water, which seeks to make all things level, which has no taste or colour of its own, but a liquid form of Nothing?" - Graham Swift, Waterland

"...because they are not Dragons."

 

Offline zzc

  • 26
erm do I have to start a new campaign for mods to take effect? The mod does not seem to be taking effect.

I made a -wep.tbm in data\tables of the modfolder. A mod.ini in the root mod folder. The mod shows in the launcher.

Code: [Select]

; ----------------------------------------------------------------------------------
; Rockeye
;
$Name:                                  @Rockeye
+Title:                                 XSTR("GTM MX-64 Rockeye", 3309)
+Description:
XSTR(
"Standard Issue
Fire and Forget", 3310)
$end_multi_text
+Tech Title:    XSTR("GTM MX-64 Rockeye", 3311)
+Tech Anim:    Tech_GTM_MX-64_Rockeye
+Tech Description:
XSTR(
"The GTM MX-64 Rockeye is a faster, more accurate, larger payload version of the MX-50 that was in service at the beginning of the Great War. The missile developed as a result of experimentation by engineers at some of STX Exploration's most isolated mining operations, in the systems of Laramis and Luyten 726-BA. Advances in remote-controlled explosive devices were used by GTVA engineers to improve the old MX-50s. The heat-seeking MX-64 Rockeye is now a standard loadout for Terran fighter craft.", 3312)
$end_multi_text
$Model File: rockeye.pof
$Mass: 5.0
$Velocity: 190.0
$Fire Wait: 0.5
$Damage: 45 ;; damage applied when within inner radius
$Blast Force: 200.0
$Inner Radius: 20.0 ;; radius at which damage is full
$Outer Radius: 40.0 ;; max radius for attenuated damage
$Shockwave Speed: 0.0 ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.8
$Subsystem Factor: 0.8
$Lifetime: 10.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 4.0 ;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.85
+View Cone: 100.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$Swarm: 4
$LaunchSnd: 87 ;; The sound it makes when fired
$ImpactSnd: 88 ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed
$Flags: ("in tech database" "player allowed")                                          ;;
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width:            0.4                                       ;; Width of trail nearest missile
+End Width:             0.1                                       ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.2                                       ;; how many seconds before trail disappears
+Bitmap: newmiss3 ;; Bitmap used to draw trail
$Icon: iconMX-64
$Anim: mx64
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 5.0

; Trebuchet
;
$Name:                                  @Trebuchet
+Title:                                 XSTR("GTM-55 Trebuchet", 3349)
+Description:
XSTR(
"Prototype
Long-Range Anti-Bomber
High Payload", 3350)
$end_multi_text
+Tech Title:    XSTR("GTM-55 Trebuchet", 3351)
+Tech Anim:    Tech_GTM-55_Trebuchet
+Tech Description:
XSTR(
"The new GTM-55 Trebuchet was developed as a long-range, anti-bomber missile with an effective range of 4,000 meters. It also utilizes the latest in precision targeting technology for short lock times. The Trebuchet plays a vital role in defensive missions, enabling escort and patrol fighters to intercept incoming bombers without straying from the ship or emplacement under attack.", 3352)
$end_multi_text
$Model File: trebuchet.pof
$Mass: 20.0
$Velocity: 280.0
$Fire Wait: 0.0
$Damage: 350 ;; damage applied when within inner radius
$Blast Force: 160.0
$Inner Radius: 20.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 40.0 ;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed: 0                                            ;; velocity of shockwave.  0 for none.
$Armor Factor: 0.9
$Shield Factor: 0.5
$Subsystem Factor: 2.4
$Lifetime: 18.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 8.0 ;; Amount of space taken up in weapon cargo
$Homing: YES
;; the following indented fields are only required when $Homing is YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.85
+View Cone: 100.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$Swarm: 8
$LaunchSnd: 92                                           ;; The sound it makes when fired
$ImpactSnd: 88                                           ;; The sound it makes when it hits something
$FlyBySnd: -1
$Rearm Rate: 4.0 ;; number of missiles/sec that are rearmed
$Flags: ( "player allowed" "Bomber+" "huge")
$Trail: ;; Trail cannot be set if Exhaust is set
+Start Width: 0.25                                         ;; Width of trail nearest missile
+End Width: 0.7                                          ;; Width of trail before it "evaporates"
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.3                                          ;; how many seconds before trail disappears
+Bitmap: newmiss1 ;; Bitmap used to draw trail
$Icon: iconTrebuchet
$Anim: trebuchet
$Impact Explosion: ExpMissileHit1
$Impact Explosion Radius: 15.0

; Helios
;
$Name: Helios
+Title: XSTR("GTM-13 Helios", 3392)
+Description:
XSTR(
"Special Issue
Anti-Capital Ship Weapon
Anti-Matter Torpedo", 3393)
$end_multi_text
+Tech Title:    XSTR("GTM-13 Helios", 3394)
+Tech Anim:    Tech_Helios
+Tech Description:
XSTR(
"The GTM-13 Helios is the product of an entire generation of high-energy physics research, based primarily at the GTVA particle accelerator complex near Antares. The most powerful warhead in the fleet's arsenal, the Helios generates a massive shockwave from the cataclysmic annihilation of matter and anti-matter, triggered upon impact with its target. Each bank of Helios warheads can fire only once every 30 seconds. The Helios is prohibitively expensive to produce, thus its deployment is severely restricted.", 3395)
$end_multi_text
$Model File: helios.pof
$Mass: 35.0
$Velocity: 65.0
$Fire Wait: 30.0
$Damage:                                                                6800                                                                                                    ;; damage applied when within inner radius
$Blast Force:                                                   1000.0
$Inner Radius: 100.0 ;; radius at which damage is full (0 for impact only)
$Outer Radius: 270.0 ;; max radius for attenuated damage
$Shockwave Speed: 75                                        ;; velocity of shockwave.  0 for none.
$Armor Factor: 1.0
$Shield Factor: 0.02
$Subsystem Factor:                                              0.85
$Lifetime: 30.0
$Energy Consumed: 0.0
$Cargo Size: 25.0
$Homing: YES
+Type: HEAT ;; Legal: HEAT, ASPECT
+Turn Time: 0.85
+View Cone: 100.0 ;; See 70/2 = 35 degrees from ahead to maintain lock.
$LaunchSnd: 97
$ImpactSnd: 101 ;;      shockwave impact sound
$FlyBySnd: -1
$Rearm Rate: 4.0
$Flags: ( "Bomb" "Huge" "No Dumbfire" "player allowed")
$Trail:                                                                          ;; Trail cannot be set if Exhaust is set
+Start Width: 0.5                                       ;; Width of trail nearest missile
+End Width: 2.0 
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 2.0                                       ;; how many seconds before trail disappears
+Bitmap: MissileTrail02 ;; Bitmap used to draw trail
$Icon:                                 iconHelios
$Anim:                                 Helios
$Impact Explosion:                     ExpMissileHit1
$Impact Explosion Radius: 15.0



« Last Edit: January 21, 2019, 04:46:47 am by zzc »

 

Offline Nyctaeus

  • The Slavic Engineer
  • 212
  • My "FS Ships" folder is 582gb.
    • Minecraft
    • Exile
You need to keep some internal structure of the text file so your -wep can be detected by engine and work correctly. For example, your table must start with
Code: [Select]
#Primary Weapons...than paste your primary weapons below. After your last primary, you add:
Code: [Select]
#End

#Secondary Weapons
Below this, paste tables of your missiles. After your last table, you end whole thing with another
Code: [Select]
#End
Example of complete modular weapon table looks like that:
Code: [Select]
#Primary Weapons

$Name: Wildfire
+Title: XSTR("PVW Wildfire", -1)
+Description:
XSTR(
"Standard Issue
Level 3 Hull Damage
Level 3 Shield Damage", 3251)
$end_multi_text
+Tech Title: XSTR("PVW Wildfire", -1)
+Tech Anim: Tech_Mekhu_HL-7
+Tech Description:
XSTR(
"Basic zod laz0r of death", -1)
$end_multi_text
$Model File: none
@Laser Bitmap: baraka_bitmap
@Laser Glow: Laser_Glow
@Laser Color: 20, 165, 5
@Laser Color2: 0, 215, 185
@Laser Length: 13.0
@Laser Head Radius: 0.75
@Laser Tail Radius: 0.75
$Mass: 0.1
$Velocity: 900.0
$Fire Wait: 0.2
$Damage: 16
$Armor Factor: 1.0
$Shield Factor: 1.0
$Subsystem Factor: 0.2
$Lifetime: 1.5
$Energy Consumed: 0.25
$Cargo Size: 0.0
$Homing: NO
$LaunchSnd: 76
$ImpactSnd: 85
+Weapon Range: 100000
$Flags: ("in tech database" "player allowed" "stream" "cycle")
$Icon: iconSD4
$Anim: SD4
$Impact Explosion: prometheus_impact
$Impact Explosion Radius: 2.0
$Muzzleflash: GMuzzle

#End

#Secondary Weapons

$Name: Iry-Hor
+Title: XSTR("PVM MX-71 Iry-Hor", -1)
+Description:
XSTR(
"Standard Issue
Fire and Forget", -1)
$end_multi_text
+Tech Title: XSTR("PVM MX-71 Iry-Hor", -1)
+Tech Anim: Tech_GTM_MX-64_Rockeye
+Tech Description:
XSTR("Iry-Hor is a medium range heat-seeking, swarm missile. Zods use this a lot, so it will piss you off numerous times", -1)
$end_multi_text
$Model File: rockeye.pof
$Mass: 6.0
$Velocity: 750.0
$Fire Wait: 4.15
$Damage: 30.5
$Blast Force: 200.0
$Inner Radius: 20.0
$Outer Radius: 40.0
$Shockwave Speed: 0.0
$Armor Factor: 1.0
$Shield Factor: 1.5
$Subsystem Factor: 0.4
$Lifetime: 2.10
$Energy Consumed: 0.0
$Cargo Size: 1.0
$Homing: YES
+Type:                          HEAT           
+Turn Time:                     0.6
+View Cone:                     270.0
$Swarm: 2
$LaunchSnd: 87
$ImpactSnd: 88
$FlyBySnd: -1
$Rearm Rate: 1.0
$Flags: ( "in tech database" "player allowed" )
$Trail:
+Start Width: 0.4
+End Width: 0.1
+Start Alpha: 1.0
+End Alpha: 0.0
+Max Life: 0.65
+Bitmap: IryHor_Trail
$Impact Explosion: expmissilehit1b
$Impact Explosion Radius: 5.0

#End
« Last Edit: January 21, 2019, 07:05:43 am by Nyctaeus »
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Offline zzc

  • 26
Thanks I found that out also by looking at the vanilla tbl, and a ship mod I managed to dig up.


« Last Edit: January 21, 2019, 08:19:32 am by zzc »

 

Offline PIe

  • 28
  • GTVA POLICE
    • freespace3.com
Its kinda hard to find custom ships and weapons -  the wiki links are mostly broken.
Now that FSMods links redirect properly, that should be largely fixed.
[6:23 PM] PIe: why do I have the feeling that I shouldn't be able to give orders to 22nd armored hq
[6:24 PM] Axem: 22nd armored hq, i order you to get me a cup of coffee
[6:24 PM] PIe: and donuts
[6:24 PM] PIe: BECAUSE THIS IS THE GTVA POLICE
[6:25 PM] Axem: :O
[6:25 PM] Axem: am i under arrest
[6:26 PM] [`_`]/: no, just please step out of the myrmidon
[6:26 PM] [`_`]/: you have so much to fred for

[9:50 PM] Sottises: wait did you do vassago's verge?
[9:50 PM] Sottises: .. dirge?
[9:50 PM] Axem: yes
[9:50 PM] Sottises: ohh
[9:50 PM] Sottises: well I have that and JAD too
[9:50 PM] Axem: :)
[9:50 PM] Sottises: what a contrast of themes lmao
[9:50 PM] Axem: isnt it
[9:51 PM] Axem: super grimdark thriller about unknowable alien intelligence and over the top colorful action about friendship
[9:51 PM] PIe: jad is grimdark???
[9:51 PM] Axem: :skull:

 

Offline zzc

  • 26

Whats the diff between normal and dogfight weapons? :confused: Other than turn rate I cannot see any difference...

 

Offline The E

  • He's Ebeneezer Goode
  • 213
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Whats the diff between normal and dogfight weapons? :confused: Other than turn rate I cannot see any difference...

They're for Multiplayer missions. The dogfight missiles had a few tweaks to make multi more fun.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline zzc

  • 26
 :D I should have known....

OK so now I want to make my own ship mod - an overpowered SF Mara.

I'd like to give it 8 primary banks, 4 secondary banks.

I need to edit the pof and put it into data\models.

Do i need the textures too? Not editing any of those.....


 

Offline The E

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Since the textures are part of the base game and the mediavps, you don't need to redistribute them.
If I'm just aching this can't go on
I came from chasing dreams to feel alone
There must be changes, miss to feel strong
I really need lifе to touch me
--Evergrey, Where August Mourns

 

Offline zzc

  • 26


Here goes.... 8 gun point mara.

Now to see how it behaves ingame.

 

Offline zzc

  • 26
To have it carry 4 types of missiles, do I need to make more banks in the model or just specify in the file?

 

Offline HLD_Prophecy

  • PVD_Hope in a former life
  • 29
When you say you want "banks" do you mean firing points or banks? A bank can have multiple firing points, earlier you said 8 primary banks and now you have 8 firing points.  :) So if you want 4 secondary banks you're probably going to need at least 8 firing points, in 4 banks of 2 firing points each. Then your fighter can carry 4 kinds of missiles!  :nod:

 

Offline zzc

  • 26
The model comes with 2 default secondary banks, with 2 points each.

I was just wondering how the bombers can carry 3 secondary weapons - all same or 3 different types.

its this line;

$SBank Capacity:        ( 105, 105, 105, 105 )

So to load up 4 secondary weapons thats what I write. Hope this works.


===============

No it does not work that way, the model needs a bank for every load.

So need to add 2 more banks to the model.
« Last Edit: January 21, 2019, 09:53:35 am by zzc »

 

Offline AdmiralRalwood

  • 211
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You need to follow up e.g.
Code: [Select]
$Name: Tempestwith
Code: [Select]
+nocreate
Otherwise the engine will throw a debug message at you for an incomplete entry. With "+nocreate" set the engine will just pull all data you did not enter something for from the original entry.
This is a misunderstanding. If a "Tempest" weapon is defined, the presence or absence of "+nocreate" will have no effect whatsoever. What it actually does is make it so that if the weapon isn't defined for some reason (e.g. MediaVPs used with a mod that provides a custom weapons.tbl that doesn't have Tempests defined), then any "+nocreate" entries with that name are skipped entirely. If your mod isn't intended to be used similarly to the MediaVPs (i.e. as a requirement for a large number of mods that may or may not use the same base tables), there is absolutely no reason to use "+nocreate".
Ph'nglui mglw'nafh Codethulhu GitHub wgah'nagl fhtagn.

schrödinbug (noun) - a bug that manifests itself in running software after a programmer notices that the code should never have worked in the first place.

When you gaze long into BMPMAN, BMPMAN also gazes into you.

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<Aesaar> literary criticism is vladimir putin

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<MageKing17> Because the "reason" often turns out to be "nobody noticed it was wrong".
(the very next day)
<MageKing17> this ****ing code did it to me again
<MageKing17> "That doesn't really make sense to me, but I'll assume it was being done for a reason."
<MageKing17> **** ME
<MageKing17> THE REASON IS PEOPLE ARE STUPID
<MageKing17> ESPECIALLY ME

<MageKing17> God damn, I do not understand how this is breaking.
<MageKing17> Everything points to "this should work fine", and yet it's clearly not working.
<MjnMixael> 2 hours later... "God damn, how did this ever work at all?!"
(...)
<MageKing17> so
<MageKing17> more than two hours
<MageKing17> but once again we have reached the inevitable conclusion
<MageKing17> How did this code ever work in the first place!?

<@The_E> Welcome to OpenGL, where standards compliance is optional, and error reporting inconsistent

<MageKing17> It was all working perfectly until I actually tried it on an actual mission.

<IronWorks> I am useful for FSO stuff again. This is a red-letter day!
* z64555 erases "Thursday" and rewrites it in red ink

<MageKing17> TIL the entire homing code is held up by shoestrings and duct tape, basically.

 
The model comes with 2 default secondary banks, with 2 points each.

I was just wondering how the bombers can carry 3 secondary weapons - all same or 3 different types.

its this line;

$SBank Capacity:        ( 105, 105, 105, 105 )

So to load up 4 secondary weapons thats what I write. Hope this works.


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No it does not work that way, the model needs a bank for every load.

So need to add 2 more banks to the model.
Yeah, that line is related but the .pof itself needs to have more banks to carry more types of missiles at once (of course, make sure that SBank Capacity and the secondary defaults have the same number of entries as well). Note that you may run into some bugs with 4 or more secondary banks, at the very least the little pips on your reticule indicating which bank you have selected will not display properly because in retail, no flyable ship has more than 3.