NETSCAPE Posted May 9, 2017 Posted May 9, 2017 Stuka sirens or 110 armor for example aren't applying. I select them then I check the selection, it still says 'none' and the weapons mod number stays at 1. If I select any of the mods that actually involve weaponry it works fine. I swear I had the sirens applied and working a few test missions ago...maybe I am tricking myself though. I understand in the campaign config I can lock loadouts, skins or fuel amount. But If I can't get a bloody siren I don't want to lock things yet... I'm sure I'm looking over something stupid, thanks for any help. I just don't want t create 9,000,000 stukas and have to reapply sirens to them. So I need to figure this out now.
JimTM Posted May 9, 2017 Posted May 9, 2017 (edited) It appears that there is a bug with applying non-weapon mods. I logged the bug here. As a workaround, try this: 1. In the Weapon Mods dialog, select a weapon mod (e.g.sc1800), and a non-weapon mod (e.g., siren, armour, etc.) and click OK. 2. Reopen the Weapon Mods dialog and select "None" for the weapon mod (assuming you do not want a weapon mod) and click OK. If you reopen the Weapon Mods dialog, the non-weapon mods should still be selected. Edited May 9, 2017 by JimTM 1
NETSCAPE Posted May 9, 2017 Author Posted May 9, 2017 Ah very sneaky I guess I must have lucked out and did this in my previous test mission by accident. Thanks brother!
NETSCAPE Posted May 21, 2017 Author Posted May 21, 2017 Yes, the MG on the Ju52 is also not applying. On multiplayer servers I had that bug. There was a way to remedy it by clicking it on and off, however if the server/mission maker locks the load out, you're screwed!
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