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POOKS EF-2000

Version: 1.4 | Release Date: 2/24/2016

OVERVIEW
This addon provides the EF-2000 fighter plane. The working Sample version I have included in the release requires CUP weapons
and magazines.
The primary focus is intended to be a community-based content release; therefore anyone who wishes to use a customized version
in their mod is free to do so, as long as the license requirements below are observed enjoy!
Arma2 factions are represented (via CUP) in-game: BAF, Germany, CDF, CDF-Independent, NAPA, Chedaki, UNO (CDF Nato
Peacekeepers), and Taki AF. This will allow for greatest flexibility for mission makers instead of a BLUFOR ONLY selection. As this
is intended as a Sample plane addon, I have no plans to create versions for the default A3 factions, as this is up to other addon
makers to include as they deem necessary.

COMMUNITY-FOCUS
The MLODs are included in the download in order to provide the community mod makers with a complete turn-key plane, and
provide those makers with the unique features included in this plane, such as the Pullup marker, TRD decoy, etc. This guide was
developed with reuse of these components in mind.
The license is APL-SA, like CUP. This share-alike license means I can ask for any updates/improvements back share-alike. I ask
therefore that any updates of content and improvements (for example, new textures) be shared so that I can include them with the
master copy so all of the community can enjoy the new features! Share and share-alike this is my only ask for providing this
content free of charge for the community!

DISCLAIMER
-

New airplane model that includes some content from Arma1/Arma2 sample models (for cockpit gauges, etc.); therefore you are
bound by the sample model EULA restrictions.
This mod is ONLY for use with BIS games (Arma engine and VBS titles only)!
I provide this free for use, and you must do the same if you develop a customized version for use your server(s).
Armaholic may of course distribute this as they deem necessary due to the immense service they provide to the community!
No one may charge for, or receive financial compensation for use of, or access to, any part of this addon in any way or form,
including perk-based access, and especially no use is permitted on "life" servers.

Requests for commercial / military use, please contact me via email: HCPOOKIE@HOTMAIL.COM

TABLE OF CONTENTS

OVERVIEW.........................................................................................................................................................................................1
Community-Focus ..........................................................................................................................................................................1
DISCLAIMER ...................................................................................................................................................................................1
Table of Contents ..............................................................................................................................................................................2
CHANGELOG ......................................................................................................................................................................................3
Aircraft Details ..................................................................................................................................................................................4
Detailed Textures ..........................................................................................................................................................................4
New Skins ......................................................................................................................................................................................4
Ejection Seat ..................................................................................................................................................................................6
Vapor Effects .................................................................................................................................................................................7
Anti-Collision Formation Lights ......................................................................................................................................................7
Variable Articulated Surfaces ........................................................................................................................................................8
Articulated Components .............................................................................................................................................................. 10
Landing Enhancements ................................................................................................................................................................ 11
Working Drogue Chute...................................................................................................................................................................................................................... 11
Carrier Landings ................................................................................................................................................................................................................................ 11

Shell Ejection ............................................................................................................................................................................... 12


Sonic Boom Effect ........................................................................................................................................................................ 12
TRD (Towed Radar Decoy) ........................................................................................................................................................... 13
RWR (Radar Warning Receiver) ................................................................................................................................................... 15
RWR Ranges ...................................................................................................................................................................................................................................... 16

MFD and HUD Features ............................................................................................................................................................... 17


Time-On-Target (ToT) indicator......................................................................................................................................................................................................... 17
PULLUP indicators ............................................................................................................................................................................................................................. 18
Master Caution Lights ....................................................................................................................................................................................................................... 19
Working Fuel Tanks ........................................................................................................................................................................................................................... 19
MFD TV Display ................................................................................................................................................................................................................................. 20

Weapons and Loadouts ................................................................................................................................................................... 21


Weapon Pylons ............................................................................................................................................................................ 22
Weapon Loadouts........................................................................................................................................................................ 23
CUP ................................................................................................................................................................................................................................................... 23
RangeMaster / FRL_Missilebox ......................................................................................................................................................................................................... 26

CHANGELOG
v1.4: 2/24/2016
- FIX: Corrected shadow bug on distance lods
- FIX: Corrected memory point configuration to allow compatibility with both Sabres C-130 aerial refueling system AND Fullers USAF mod refuel system.
- FIX: Corrected missing ARM missile launch actions for POOK_SAM Anti-Radiation Missile (ARM) weapons. Actions assume a POOK_SAM ARM missile is equipped
and will error if an ARM weapon is not equipped. This was added in anticipation of SEAD weapons via RangeMaster.
- NEW: Bump mapping layers - NOHQ, SMDI, and AS layers. Experimental and intended to be further developed in future updates.
- NEW: Random camo textures. Some factions (Germany, BAF) use standard Grey patterns. CUP-specific factions rely on a new random paint scheme, governed by
the factions primary region. Therefore CDF West will spawn mostly Forest-centric patterns; CDF Independent will spawn mostly Jungle-centric patterns; TAK will
spawn mostly Desert-centric patterns, etc. There are Grey, Forest, Jungle, and Desert groups of 20 each mix of patterns.
v1.3: 2/1/2016
- FIX: SCALP (Storm Shadow) foggy decals.
- IMPROVED: added new draconicForce values for better handling
- IMPROVED: changed acceleration from 300 to 475
- IMPROVED: Better CDF, TAK, RAF roundels (by Pinaz93). Original TAK flag roundel is renamed roundel_TAKflag.paa for those who wish to retain its use
- NEW: Improved base texture, new CDF AF texture, and new TAK AF textures (by Pinaz93)
- NEW: Brimstone Dual-Mode (laser + radar) missile.
v1.2: 1/28/2016
- FIX: Cloudy windscreen textures!
v1.1: 1/28/2016
- FIX: Changed burst name to avoid conflicts w/ other mods
- FIX: Removed missing sound references, now relies on default BIS vanilla sounds
- NEW: Better skin texture built by pinaz93
v1.0: 1/26/2016: INITIAL A3 RELEASE

AIRCRAFT DETAILS
The plane contains the following attributes a more in-depth description of the more important and unique attributes follows:

Animated intake rotors and exhaust jets.


New flare/chaff burst pattern. 2x burst default; secondary 8x burst option. CTRL+R changes flare/chaff selection.
Wreck model. Damage / hit-points sections are modeled as well.
Random MP-synched numbering. Clan logo on wings, fuselage, and tail.
New weapon models for fuel tanks, weapon pylons, LANTIRN module, all with textures based on real-life photos. Also
included is a new tracer model with bright orange texture.

DETAILED TEXTURES
Textures are based on real-life photos where available. Real textures currently include ladder hatch, intake rotors, exhaust/cowling
areas, TRD boom door, external cockpit views, weapon pylons, and most of the high-detail decals. Textures for the high-detail
decals are overlays to allow for the high-resolution decals to be accurately displayed. No more "red smudge" decals!
Main body texture is able to be texture swapped. RVMAT's are currently not present for the main texture. This might change in
subsequent releases.

NEW SKINS
New skins exist for different environments, generally desert, forest, and jungle. Most are derived from the original skins developed
by Pinaz93 and have been shared here. There are some grey variations representing real-world variations. Some factions are now
configured on INIT with environment-specific textures based on their faction. Skins can be manually configured in the editor:
This setObjectTextureGlobal [0, pook_EF2000\skins\XXX.paa]

Currently available textures 31 and counting:

top_CDF.paa
top_DES1.paa
top_DES2.paa
top_DES3.paa
top_DES4.paa
top_DES5.paa
top_DIGforest.paa
top_GREY2.paa
top_HEXgrey1.paa
top_HEXgrey2.paa
top.paa (default)

top_FOR1.paa
top_FOR2.paa
top_FOR3.paa
top_FOR4.paa
top_FOR5.paa
top_FOR6.paa
top_FOR7.paa
top_FOR8.paa
top_POL.paa
top_RAF2.paa

top_GER.paa
top_JUNGLE1.paa
top_JUNGLE2.paa
top_JUNGLE3.paa
top_JUNGLE4.paa
top_JUNGLE5.paa
top_NOG.paa
top_PATgrey.paa
top_TAK.paa
top_HEXforest.paa

Additional textures arranged generally by environment

EJECTION SEAT
The plane ejection has an articulated ejection seat that follows the pilot and remains intact for 15 minutes game time. The ejection
seat could be assigned an inventory item to simulate Behind Enemy Lines data disk recovery scenarios as mission makers require.

VAPOR EFFECTS
Effects utilize the resident A3 vapor effects for wingtip, body, and canard vapor trail locations. No more custom vapor scripts!

ANTI-COLLISION FORMATION LIGHTS


The "green glow" night formation markers are present. They can be activated from the action menu. This will allow group flights to
fly close without need to illuminate the running lights. The planes INIT script will also check mission time, and will automatically
illuminate markers if the vehicle spawns at night. This allows mission makers the flexibility to use these with minimal effort.

VARIABLE ARTICULATED SURFACES


All of the surfaces of the real plane have a variable computer-controlled setting that continually provides the best articulation of
control surfaces for the best performance based on lift, etc. This is simulated via the speed animation of the model. The faster you
go, the intake cowling, control surfaces, engine nozzles, and afterburner flame length will all vary. Main control surfaces (elevens
and flaps) vary by about 3 degrees.
High Speed

Low Speed note the change of the elevon angles and the change in the engine exhaust nozzles

High Speed

Low Speed note the front flap and intake cowling orientation:

ARTICULATED COMPONENTS

Nosecone: The nosecone can be opened for view of the radar array (images based on real photos). Nosecone
automatically closes on engine start. Mission makers may find it interesting to animate some parked planes with the
nosecone open!
Refuel boom: The refuel boom has at the tip of the nozzle a memory point refuel_probe_tip which may be useful for
midair refuel scripting.
Front Canards: Automatically rotate into the parked position. The real life application allows pilots to clear the canards
when entering the cockpit.

Accurate ladder and hatch design, with textures based on real photos.

LANDING ENHANCEMENTS

WORKING DROGUE CHUTE

The drogue chute is fully animated with expanding and random "flapping" actions.
An animated chute door is present, but is rather small and difficult to see.
The chute flaps in the breeze and accurately slows the plane with extra braking capability for a few seconds. Automatic
deployment means no more brake scripts or action-based brake requirements!
Landing tire squeal noise and "rubber smoke puffs" on touchdown for added effect.
Chute only deploys in certain conditions (landing over 225). AI pilots almost never deploy the chute.
Chute texture based on real photos.

CARRIER LANDINGS
The plane has a working tow hook and can land on carriers! The same script that governs the drogue chute behavior makes a
check for a carrier when touching down. If the script detects the plane is landing on a carrier, it will not deploy the drogue
chute; rather it will engage the tow hook, meaning that the plane will very rapidly come to a stop (within about 10m). This
allows the plane to land on the LHD deck! It can land and just barely take off from the LHD in game (tested in A2).
It is worth noting that the landing on a carrier is VERY tricky, and can landing attempts can easily lead to crashes! The script
actually does an auto-repair since it was found during testing that most of the landings caused excessive damage to the plane.
It is expected that updates to the script will certainly be warranted with any new carrier addons in order for it to work with
those ships. For now, anything that is part of the default LHD structure class will be qualified by the script for tow hook
deployment. The CUP LHD is also supported.

SHELL EJECTION
The shell ejection feature makes use of the now-native A3 shell ejection feature. A fired EH script is no longer required to drop
shells! The memory points are named shell_eject_dir and shell_eject_pos which appears to be standard naming convention
within the A3 configs.

SONIC BOOM EFFECT


Sonic boom effect is based on the Lethal / Gnat script. Sonic boom visuals *and* sound effect! Effects initiate at around 850 kph.
Script only initiates boom effect if aircraft speed is increasing.

TRD (TOWED RADAR DECOY)


Some modern planes are equipped with a towed radar decoy (TRD). The TRD is deployed to emit Electronic Warfare (EW) signals
that prematurely spoof enemy missiles into their terminal attack phase. This causes the missiles to detonate against the TRD itself,
helping to raise the survivability of the aircraft.
The plane is equipped with 2x TRDs that can be deployed via the Action menu. The action item priority is ordered to appear as the
first action in the list to facilitate rapid deployment; therefore it is imperative that addon makers consider this when adding
additional actions to the plane. The keyboard shortcut is USER14 for TRD1, and USER15 for TRD2, which can be mapped to any
key of your choosing via the Custom Controls main menu (Configure > Controls > Custom Controls).
The Action Menu Deploy TRD item:

The EF-2000 TRD script deploys the TRD for 60 seconds. The TRD animates to bounces around behind the plane, simulating real
wind shear effects. After 60 seconds, the TRD is automatically retrieved within the pylon. The over-use of the TRD feature could
render the plane nearly invincible against incoming missiles! Therefore, the TRD script is configured to provide only 2x TRD
deployment actions, in order to provide the best gameplay balance. This cannot be reset at present, so deploy the TRDs wisely!
The TRD trailing behind the aircraft:

The TRD simulates the real-life EW countermeasure by spawning an invisible target with a very high cost/threat/accuracy values that
*might* fool incoming missiles. This is NOT a guarantee to be missile-proof! The idea is that if the missile is spoofed by the TRD
signals and prematurely detonates, the plane will be relatively unharmed. This spoofing is achieved since the invisible target will
be impacted by the missile, instead of the plane! The TRD was developed with my POOK_SAM pack in mind. The TRD decoy
capability should greatly enhance survivability from any incoming missile threats such as these.
The invisible target follows the plane, and is large enough that many, if not most incoming missiles should impact it instead of the
aircraft however the ever-changing situation of a flying aircraft in the sim will inevitably cause the TRD location to change
dynamically during flight. The location script uses the modelToWorld command to continually relocate the invisible decoy. One
observation of the use of this command in the script is that the TRD invisible target decoy will de-sync from the aircraft if you fly off
of the map's main coordinates. This has only been an issue during testing on smaller Utes-sized maps.
The TRD invisible target as seen by the missile AI:

The dynamic nature of the placement script means that this is not a magic missile shield for the plane! This actually enhances the
simulation since the dynamic situations encountered when using the TRD may provide the enemy missile the opportunity to burn
through the EW signals and maintain target on the airplane, just as in real life.

RWR (RADAR WARNING RECEIVER)


The RWR gauge is keyed to an airplanes sensor array to relay information to the pilot when the correct radar or infrared signals are
detected. This provides the pilot with the best information, as can be interpreted, in order to take the best evasive action.
The RWR gauge in the cockpit will flash the incoming missile quadrant in red, and display the missile type indicator, if known. The
default zoom settings for the pilot view make the display readable; however the decision was made to keep the default view zoom in
place. Addon makers could reduce the zoom settings to make the RWR detail even more readable.
The RWR display gauge relies upon the incomingMissile EH script to illuminate the RWR gauge with the correct missile information.
The script math portions are based in part on Franzes scripting work for the Su-22 RWR scripts.
The RWR script knows about the specific POOK_SAM missiles (and others), and will illuminate the correct number icon based on the
detected radar signature. For example, an incoming SA-20 missile will cause the RWR to illuminate 20 in the gauge:

Missiles of unknown type will illuminate the default S within the display
Other known missile types will illuminate different icons. This list is ever-growing! It should be obvious that, for now, only SAM
missiles are present in the list A-A missiles are not yet included. Addon makers may include their unique missiles by adding them
to the incoming.sqf" script. Sharing is encouraged any updates can and will be updated to the Master config files!
Key
POOK_SAM
RangeMaster / FRL_Missilebox

NASAMS
MEADS
PAC-3 (MIM-104 Patriot)
PAC-2 (MIM-104 Patriot)
S-75 (SA2)
S-125 (SA3)
S-300 (SA10)
9M38 (SA11)
9M317 (SA17)
9M317M3 (SA17)

CUP
OTHER

N
M
Q
P
2
3
10
11
17
17

9M332 (SA15)

RBS-70

15
15
20
22
19
9
R

Default / Unknown Type

9M331 (SA15)
S-300PMU2 (SA20)
57E6 (SA-22)
9M311 (SA-19)
9M31 (SA-9)

FIM-92 (Stinger)
9M32 (Strela SA-7)
9M38 (Igla-M SA-18)
9M310 Igla (SA-16)
9M38 (Igla-M SA-18)
9M39 Igla-M4 (SA-18)
9M32M Strela (SA-24)

F
7
18
16
18
18
24

The cockpit also has a new incoming missile alarm sound, played upon incoming missile launch, and also master caution illuminate.
The console will light up when a missile is coming your way. The incoming missile sound is based on the F-16 incoming missile
sound, as I could not find a real life sample of the EF-2000 cockpit warning sounds.

RWR RANGES
Incoming Missile Ranges are designated within the RWR display as follows:

Outer Ring to Middle Ring: > 5000m (yellow in the graphic below)
Middle Ring to Center Ring: 5000m-1500m (blue in the graphic below)
Center Ring: < 1500m (center black ring)

Therefore, this RWR display shows 2 incoming SA-20 missiles one between 5000m-1500m range, and one less than 1500m range:

MFD AND HUD FEATURES


MFD's display relevant information (pulled from the BIS sample model MV22 MFD's). HUD layout is based on real world information
and should be fairly accurate.
Several new and unique features exist within the EF-2000 HUD and MFD other than the previously mentioned RWR:

Time-On-Target indicator
PULLUP warning
Caution lights
MFD TV Display

TIME-ON-TARGET (TOT) INDICATOR


New "countdown" time-on-target references in both the circle piper and "ToT" displays. The piper indicator rotates around the
target circle reticle, while the TGT range indicator numerically counts down. Indicator is calibrated to a scale of 5,000m max range.

Current no target indicated, or target exceeds 5,000m distance:

PULLUP INDICATORS
HUD "X" pullup animation if downward pitch is < 60 degrees, or altitude is < 125. The pullup indicators are animated cockpit "dials"
based on the animation sources, so it works independently of any script.
The famous Bitching Betty Pullup! sound also plays in the cockpit when the pullup indicator is displayed.
The animation is arranged so that the PULLUP indicator does not activate when gear is down.

MASTER CAUTION LIGHTS


Cockpit currently has warning lights for:

Master Caution
Fuel external tank siphon (FUEL EXT)
Fuel tank jettison (FUEL JETT)
TRD active deploy (TRD yellow)
TRD unavailable (TRD red)
Incoming missile warning
Refuel boom status

The cockpit warning lights need to be moved to


a better location; for now they are located in
the small center console.
A Test Cockpit Lamps action exists, and can
only be used when the engine is off. I use this
action script for debugging the animations and
felt it might be useful to retain this action item.

WORKING FUEL TANKS


Fuel tank siphon capability is present. Both wing- and centerline-mounted tanks are present. The previously mentioned FUEL JETT
and FUEL EXT status indicators will activate depending on status. FUEL JETT illuminates if the external tanks are jettisoned.
FUEL EXT will illuminate when the external tank siphon action menu item is selected.
The different tanks increase fuel capacity by a specific amount. Dropping the tanks will result in a loss of a percentage of available
fuel. Cockpit has animated fuel siphon knob that animates when tanks are dropped. The penalty for dropping fuel tanks reduces
the overall available fuel amount, realistically portraying the external fuel tank system.
Equipping or dropping fuel tanks will affect the planes mass. This means that a higher fidelity flight model can be realized after
dropping the fuel tanks.

MFD TV DISPLAY
The center MFD can be toggled to TV view via the action menu. The MFD gauges are hidden when the TV is turned on (animated).
Currently only standard TV imaging is supported. Future updates may include additional FLIR or NV views. The TV view location may
also be altered to align with bomb release so the view in the TV acts as an unguided bomb indicator.

WEAPONS AND LOADOUTS


The weapon/magazine proxy arrangement warrants the need for new magazine configurations. The placeholder pylons are used
for spacing between different pylon arrangements, and are further described in the sections below. New weapons in this addon:
Weapon

Magazines

EF2K_FuelTankLauncher

EF2K_fueltank

Wing tanks

EF2K_fueltank_CL

Centerline
tank

EF2K_pylon

EF2K_PYLONEMPTY_x1
EF2K_PYLONEMPTY_x2
EF2K_PYLONEMPTY_x3
EF2K_PYLONEMPTY_x4
EF2K_PYLONEMPTY_x5
EF2K_1xRack
EF2K_2xRack
EF2K_4xRack
EF2K_6xRack
EF2K_1xRackDual
EF2K_2xRackDual

EF2K_LITENING_pylon

EF2K_LITENING_POD

Centerline LGB
targeting pod

EF2K_SCALPLauncher

EF2K_SCALP_mag2x
EF2K_SCALP_mag1x

StormShadow/
SCALP-EG
AGM

EF2K_BrimstoneLauncher

EF2K_Brimstone_mag18x
EF2K_Brimstone_mag12x
EF2K_Brimstone_mag6x
EF2K_Brimstone_mag4x
EF2K_Brimstone_mag2x

EF2K_EMPTYPYLON

* The DM dual mode


(laser) Brimstone is
available via addition of
proper magazines.

EF2K_AIM120

EF2K_AIM120_x6
EF2K_AIM120_x4
EF2K_AIM120_x2

EF2K_BK27

EF2K_150Rnd_BK27

EF2K_PYLONEMPTY_x6
EF2K_PYLONEMPTY_x7
EF2K_PYLONEMPTY_x8
EF2K_PYLONEMPTY_x18
EF2K_4xRackDual
EF2K_6xRackDual
EF2K_1xRackTriple
EF2K_2xRackTriple
EF2K_4xRackTriple
EF2K_6xRackTriple

EF2K_BrimstoneDM_mag18x
EF2K_BrimstoneDM_mag12x
EF2K_BrimstoneDM_mag6x
EF2K_BrimstoneDM_mag4x
EF2K_BrimstoneDM_mag2x

place-holder magazines to accommodate pylon placement and skip pylons.

Physical Racks

Brimstone
radar-seeker
AGM
*BrimstoneDM
magazines
represents the
laser-seeker
model
AIM-120
AMRAAM

27mm Mauser
Cannon

WEAPON PYLONS
Magazine pylon numbering conventions follow the standard outside-to-middle numbering conventions, in order to accommodate
rearm scripting solutions. In short, the magazines must be ordered in the config (or rearm script!) so they consume the proxy
locations in order, counting increasing numbers from the outside pylons to the centerline. Weapons on multiple pylons will release
in order, alternating left-right and working in toward centerline.
If a pylon needs to be skipped, a dummy or empty magazine is configured to fill in the blank pylon. This is especially important
when alternating between multiple-rack weapons and single-rack weapons.
The weapon ordering in the config (or rearm script) simply determines the order they appear to the pilot.
The CUP loadouts included in the release make use of these pylon conventions. Please use them as an example.

Pylons are ordered as follows:


Base Pylons (unstacked; attached to fuselage)
1-2 = WINGTIPS (SRAAM-only)
3-8 = Pylon Rails (on wings)

Secondary Pylons (attached to base pylons)

Secondary Weapon Pylons

9-14 = Single Weapons *OR* Triple Weapon Racks


15-32 = TRIPLE WEAPONS (USES BRIMSTONE 3X PYLON) = up
to 18x weapons total when using 3x launch rack
15-18 = EXTERNAL PYLON SIDES
19-20 = EXTERNAL PYLON CENTERS
21-24 = MIDDLE PYLON SIDES
25-26 = MIDDLE PYLON CENTERS
27-30 = INTERNAL PYLON SIDES
31-32 = INTERNAL PYLON CENTERS
33-36 = Conformal AAM Pylons
37 = CENTERLINE

(usually fuel or LANTIRN pod)

WEAPON LOADOUTS
The following tables represent the default weapon loadouts as described in online content. They utilize the magazine proxy
placement method described above, meaning the top-down listing correctly fills in the proxies in order, from outermost proxies for
the AA pylons to the centerline as the last, and empty magazines filling in the spaces in-between the actual weapons. Rearm
scripting solutions must utilize the same numbering mechanic.
The weapon order has no bearing on the proxy positions, and simply equates to the order in which the weapons appear to the pilot.

CUP
The following tables represent the default loadout selections as configured for the A3 release, with the only dependency being CUP:
CAP Combat Air Patrol. Mix of short- and medium-range AAM. Emphasis on short-range
engagement.
Weapon
Magazine
Proxy
EF2K_CMFlareLauncher
EF2K_BK27
missiles_ASRAAM
EF2K_AIM120
EF2K_FuelTankLauncher

240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
2Rnd_AAA_missiles
EF2K_PYLONEMPTY_x2
EF2K_4xRack
2Rnd_AAA_missiles
EF2K_AIM120_x4
EF2K_PYLONEMPTY_x18
EF2K_AIM120_x4
EF2K_fueltank_CL

n/a
n/a
1-2
3-4
5-8
9-10
11-14
15-32
33-36
37

INT Interceptor. Mix of short- and medium-range AAM. Emphasis on long-range engagement.

Weapon

Magazine

Proxy

EF2K_CMFlareLauncher
EF2K_BK27
missiles_ASRAAM
EF2K_AIM120
EF2K_FuelTankLauncher

240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
2Rnd_AAA_missiles
EF2K_6xRack
EF2K_AIM120_x6
EF2K_PYLONEMPTY_x18
EF2K_AIM120_x4
EF2K_fueltank_CL

n/a
n/a
1-2
3-8
9-14
15-32
33-36
37

BAI (Battlefield Air Interdiction - aka Anti-Tank mission)


Weapon
Magazine
EF2K_CMFlareLauncher
240Rnd_CMFlare_Chaff_Magazine
EF2K_BK27
EF2K_150Rnd_BK27
missiles_ASRAAM
2Rnd_AAA_missiles
EF2K_AIM120
EF2K_6xRackTriple
EF2K_BrimstoneLauncher
EF2K_PYLONEMPTY_x6
EF2K_FuelTankLauncher
EF2K_Brimstone_mag18x
EF2K_AIM120_x4
EF2K_fueltank_CL

Proxy
n/a
n/a
1-2
3-8
9-14
15-32
33-36
37

LGB
Weapon

Magazine

Proxy

EF2K_CMFlareLauncher
EF2K_BK27
missiles_ASRAAM
EF2K_AIM120
GBU12BombLauncher
EF2K_FuelTankLauncher

240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
2Rnd_AAA_missiles
EF2K_2xRackDual
EF2K_fueltank
EF2K_2xRackDual
EF2K_PYLONEMPTY_x6
2Rnd_GBU12_LGB
2Rnd_GBU12_LGB
EF2K_PYLONEMPTY_x8
2Rnd_GBU12_LGB
2Rnd_GBU12_LGB
EF2K_PYLONEMPTY_x2
EF2K_AIM120_x4
EF2K_LITENING_POD

n/a
n/a
1-2
3-4
5-6
7-8
9-14
15-16
17-18
19-26
27-28
29-30
31-32
33-36
37

BMB conventional Mk-82 bomb loadout


Weapon

Magazine

Proxy

EF2K_CMFlareLauncher
EF2K_BK27
missiles_ASRAAM
EF2K_AIM120

240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
2Rnd_AAA_missiles
EF2K_2xRackDual ,
EF2K_4xRackTriple
EF2K_PYLONEMPTY_x6
2Rnd_Mk82
2Rnd_Mk82
EF2K_PYLONEMPTY_x2
2Rnd_Mk82
2Rnd_Mk82
2Rnd_Mk82
2Rnd_Mk82
2Rnd_Mk82
2Rnd_Mk82
EB_AIM120x4
EF2K_fueltank_CL

n/a
n/a
1-2
3-8

Mk82BombLauncher
EF2K_FuelTankLauncher

9-14
15-32

33-36
37

STRK Strike SCALP / ER, Brimstone, GBU


Weapon

Magazine

Proxy

EF2K_CMFlareLauncher
EF2K_BK27
missiles_ASRAAM
EF2K_AIM120
EF2K_BrimstoneLauncher

240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
2Rnd_AAA_missiles
EF2K_2xRackTriple
EF2K_SCALP_mag2x
EF2K_2xRackDual
EF2K_PYLONEMPTY_x6
EF2K_Brimstone_mag6x
EF2K_PYLONEMPTY_x6
2Rnd_GBU12_LGB
2Rnd_GBU12_LGB
EF2K_PYLONEMPTY_x2
EF2K_AIM120_x4
EF2K_LITENING_POD

n/a
n/a
1-2
3-4
5-6
7-8
9-14
15-32

EF2K_SCALPLauncher
GBU12BombLauncher

33-36
37

RANGEMASTER / FRL_MISSILEBOX
The following tables reflect the default loadout options that utilize the RangeMaster / FRL_Missilebox weapons. The images are
from the A2 implementation; however the missilebox addition is scheduled for an A3 release.

CAP
Weapon
EF2K_CMFlareLauncher
EF2K_BK27
EB_AIM132_Launcher
EB_AIM120_Launcher
EB_METEOR_Launcher
EF2K_FuelTankLauncher

CAS
Weapon
EF2K_CMFlareLauncher
EF2K_BK27
EB_AIM132_Launcher
EB_AIM120_Launcher
EB_BL755_Launcher
EB_Brimstone_Launcher
EB_GBU12_Launcher
EF2K_FuelTankLauncher

Magazine
240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
EB_AIM132x2
EF2K_6xRack
EB_METEORx6
EB_18Rnd_pylonblank
EB_AIM120x4
EF2K_fueltank_CL

Magazine
240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
EB_AIM132x2
EF2K_2xRack
EB_2rnd_brimstone_3xRack_flat,
EB_2rnd_brimstone_3xRack_flat
EB_2Rnd_GBU12
EB_10Rnd_pylonblank
EB_Brimstonex6
EB_4Rnd_BL755
EB_2Rnd_pylonblank
EB_AIM120x4
EF2K_fueltank_CL

BAI (Battlefield Air Interdiction - aka Anti-Tank)


Weapon
Magazine
EF2K_CMFlareLauncher
240Rnd_CMFlare_Chaff_Magazine
EF2K_BK27
EF2K_150Rnd_BK27
EB_AIM132_Launcher
EB_AIM132x2
EB_AIM120_Launcher
EB_2rnd_brimstone_3xRack_flat,
EB_2rnd_brimstone_3xRack_flat,
EB_2rnd_brimstone_3xRack_flat
EB_Brimstone_Launcher
EB_6Rnd_pylonblank
EF2K_FuelTankLauncher
EB_Brimstonex18
EB_AIM120x4
EF2K_fueltank_CL

Proxy
n/a
n/a
1-2
3-8
9-14
15-32
33-36
37

Proxy
n/a
n/a
1-2
3-4
5-8
9-10
11-20
21-26
27-30
31-32
33-36
37

Proxy
n/a
n/a
1-2
3-8

9-14
15-32
33-36
37

SEAD (Suppression of Enemy Air Defenses aka Wild Weasel)


Weapon
Magazine
EF2K_CMFlareLauncher
240Rnd_CMFlare_Chaff_Magazine
EF2K_BK27
EF2K_150Rnd_BK27
EB_AIM132_Launcher
EB_AIM132x2
EB_AIM120_Launcher
EF2K_6xRack
pook_ALARM_Launcher
pook_ALARMx2
EF2K_FuelTankLauncher
EB_18Rnd_pylonblank
EB_Stormshadow_Launcher
EB_AIM120x4
EF2K_fueltank_CL

Proxy
n/a
n/a
1-2
3-8
9-14
15-32
33-36
37

DEAD (Destruction of Enemy Air Defenses SAM strike)


Weapon
Magazine
EF2K_CMFlareLauncher
240Rnd_CMFlare_Chaff_Magazine
EF2K_BK27
EF2K_150Rnd_BK27
EB_AIM132_Launcher
EB_AIM132x2
EB_AIM120_Launcher
EF2K_4xRack
EB_BL755_Launcher
EB_2rnd_brimstone_3xRack_flat
pook_ALARM_Launcher
pook_ALARMx2
EF2K_FuelTankLauncher
EF2K_fueltank
EB_Stormshadow_Launcher
EB_14Rnd_pylonblank
EB_4Rnd_BL755
EB_2Rnd_pylonblank
EB_AIM120x4
EF2K_fueltank_CL

Proxy
n/a
n/a
1-2
3-6
7-8
9-10
11-12
13-26
27-30
31-32
33-36
37

LGB
Weapon
EF2K_CMFlareLauncher
EF2K_BK27
EB_AIM132_Launcher
EB_AIM120_Launcher
EB_GBU16_Launcher

Magazine
240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
EB_AIM132x2
EF2K_6xRack
EB_2Rnd_GBU16
EF2K_fueltank
EB_2Rnd_GBU16
EB_18Rnd_pylonblank
EB_AIM120x4
****** LANTIRN ********

Proxy
n/a
n/a
1-2
3-8
9-10
11-12
13-14
15-32
33-36
37

BMB (standard bomb loadout)


Weapon
EF2K_CMFlareLauncher
EF2K_BK27
EB_AIM132_Launcher
EB_AIM120_Launcher

EB_Mk82_Launcher
EB_Mk83_Launcher
EF2K_FuelTankLauncher

Magazine
240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
EB_AIM132x2
EB_2rnd_brimstone_3xRack_flat,
EB_2rnd_brimstone_3xRack_flat,
EB_2rnd_brimstone_3xRack_flat
EB_6Rnd_pylonblank
EB_4Rnd_Mk82
EB_2Rnd_pylonblank
EB_4Rnd_Mk83
EB_2Rnd_pylonblank
EB_4Rnd_Mk83
EB_2Rnd_pylonblank
EB_AIM120x4
EF2K_fueltank_CL

JDAM (GPS-guided bomb loadout)


Weapon
EF2K_CMFlareLauncher
EF2K_BK27
EB_AIM132_Launcher
EB_AIM120_Launcher

EB_GBU38_Launcher
EB_GBU32_Launcher
EF2K_FuelTankLauncher

CBU (cluster bomb loadout)


Weapon
EF2K_CMFlareLauncher
EF2K_BK27
EB_AIM132_Launcher
EB_AIM120_Launcher
EB_BL755_Launcher
EF2K_FuelTankLauncher

Magazine
240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
EB_AIM132x2
EB_2rnd_brimstone_3xRack_flat,
EB_2rnd_brimstone_3xRack_flat,
EB_2rnd_brimstone_3xRack_flat
EB_6Rnd_pylonblank
EB_4Rnd_GBU38
EB_2Rnd_pylonblank
EB_4Rnd_GBU32
EB_2Rnd_pylonblank
EB_4Rnd_GBU32
EB_2Rnd_pylonblank
EB_AIM120x4
EF2K_fueltank_CL

Magazine
240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
EB_AIM132x2
EF2K_4xRack
EB_2rnd_brimstone_3xRack_flat
EB_4Rnd_BL755
EB_2Rnd_pylonblank
EB_12Rnd_pylonblank
EB_AIM120x4
EF2K_fueltank_CL

Proxy
n/a
n/a
1-2
3-8

9-14
15-18
19-20
21-24
25-26
27-30
31-32
33-36
37

Proxy
n/a
n/a
1-2
3-8

9-14
15-18
19-20
21-24
25-26
27-30
31-32
33-36
37

Proxy
n/a
n/a
1-2
3-6
9-10
11-14
19-20
21-32
33-36
37

RWY (runway attack loadout)


Weapon
EF2K_CMFlareLauncher
EF2K_BK27
EB_AIM132_Launcher
EB_AIM120_Launcher
pook_ALARM_Launcher
pook_BLU107_BombLauncher
EB_BL755_Launcher
EF2K_FuelTankLauncher

STRK (deep strike loadout)


Weapon
EF2K_CMFlareLauncher
EF2K_BK27
EB_AIM132_Launcher
EB_AIM120_Launcher
EB_Stormshadow_Launcher
EF2K_FuelTankLauncher

Magazine
240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
EB_AIM132x2
EF2K_2xRack
EB_2rnd_brimstone_3xRack_flat,
EB_2rnd_brimstone_3xRack_flat
pook_ALARMx2
EB_10Rnd_pylonblank
pook_6Rnd_BLU107
EB_4Rnd_BL755
EB_2Rnd_pylonblank
EB_AIM120x4
EF2K_fueltank_CL

Magazine
240Rnd_CMFlare_Chaff_Magazine
EF2K_150Rnd_BK27
EB_AIM132x2
EF2K_6xRack
EB_Stormshadowx2
EF2K_fueltank
EB_Stormshadowx2
EB_18Rnd_pylonblank
EB_AIM120x4
EF2K_fueltank_CL

ASM (anti-shipping missile loadout)


Weapon
Magazine
EF2K_CMFlareLauncher
240Rnd_CMFlare_Chaff_Magazine
EF2K_BK27
EF2K_150Rnd_BK27
EB_AIM132_Launcher
EB_AIM132x2
EB_AIM120_Launcher
EF2K_6xRack
EB_Exocet_Launcher
EB_AM39x2
EF2K_FuelTankLauncher
EF2K_fueltank
EB_AM39x2
EB_18Rnd_pylonblank
EB_AIM120x4
EF2K_LITENING_POD

Proxy
n/a
n/a
1-2
3-4
5-8
9-10
11-20
21-26
27-30
31-32
33-36
37

Proxy
n/a
n/a
1-2
3-8
9-10
11-12
13-14
15-32
33-36
37

Proxy
n/a
n/a
1-2
3-8
9-10
11-12
13-14
15-32
33-36
37

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