Here is a guide that I wrote over on the SIM-MOD site a while back for editing the meinit.xml.
At the bottom, you'll find the stuff to do with weapons placement.
The meinit.xml File
What is is:
The meinit file contains a list of objects, weapons, aircraft, and pylons and defines each item, and how they are used together.
The document is clearly structured and uses xml tags such as <Launcher> </Launcher> to define items
Settings Explaned:
The example below defines the MER-3 launcher uniquely, loaded with 3x Mk20 Rockeye bombs.
<Launcher CLSID="{B83CB620-5BBE-4BEA-910C-EB605A327EF9}" Name="MER-3*3 Rockeye Mk20" Picture="ROCKEYE" Weight="726" WorldID="2">
<Element ShapeName="MBD-3">
<Position X="0" Y="0" Z="0"></Position>
</Element>
<Element ShapeName="ROCKEYE">
<Position X="0" Y="-0.123" Z="0.160"></Position>
<DrawArg Key="1" Value="1"></DrawArg>
<DrawArg Key="2" Value="1"></DrawArg>
<DrawArg Key="3" Value="-0.6"></DrawArg>
</Element>
<Element ShapeName="ROCKEYE">
<Position X="0" Y="-0.123" Z="-0.160"></Position>
<DrawArg Key="1" Value="1"></DrawArg>
<DrawArg Key="2" Value="1"></DrawArg>
<DrawArg Key="3" Value="0.6"></DrawArg>
</Element>
<Element ShapeName="ROCKEYE">
<Position X="0" Y="-0.384" Z="0"></Position>
<DrawArg Key="1" Value="1"></DrawArg>
<DrawArg Key="2" Value="1"></DrawArg>
</Element>
</Launcher>
The Launcher object
CLSID= Defines this object
Name= Defines the friendly name of this object, as it is seen from the payload editor
Picture= Defines the picture (dds) that will be displayed in the payload editor when the item is selected
Weight= Defines the weight of the item itself fully loaded with munitions in Kg
WorldID= Defines what type of object this item is. Beware, this item means different things in the meinit.xml depending upon which section it is in!
The list below relates to the weapons section
1 = Weapon with requirements (ie Targeting pods)
2 = Bomb Launcher
3 = Bomb
4 = Missile
5 = Missile Launcher
6 = Internal weapon(s)
7 = Fuel Tank
8 = Countermeasures Pod
9 = Targeting Pod
Elements are then used to define the actual models for placement into the simulation, which relate to this unique object
Element ShapeName= Defines the lom used for this object
Position: Defines the co-ordinates that the lom is placed at with regard to the weapon pylon on which it is attached (defined in the aircraft section of the meinit)
X = position defined on the longditudal axis of the pylon: + moves the object forward
Y = position defined on the vertical axis of the pylon: + moves the object up
Z = position defined on the horizontal axis of the pylon: + moves the object to the right (starboard) side
DrawArg Key= These arguments are defined within the original 3D model itself, but are not required.
1 =
2 =
3 = Used to define rotation around the longditudal axis (roll), usually from +60 (1) to - 60 (-1) degrees so that weapons mate correctly with launchers
The last remaining item of note with a launcher is the order in which Elements are listed. This will define in which order the munitions are released, fired, launched or dropped by the launcher if there is more than one. In the meinit, weapons are always released from the bottom of the list to the top.
</Element>
<Element ShapeName="ROCKEYE">
<Position X="0" Y="-0.123" Z="0.160"></Position>
<DrawArg Key="1" Value="1"></DrawArg>
<DrawArg Key="2" Value="1"></DrawArg>
<DrawArg Key="3" Value="-0.6"></DrawArg>
</Element>
<Element ShapeName="ROCKEYE">
<Position X="0" Y="-0.123" Z="-0.160"></Position>
<DrawArg Key="1" Value="1"></DrawArg>
<DrawArg Key="2" Value="1"></DrawArg>
<DrawArg Key="3" Value="0.6"></DrawArg>
</Element>
<Element ShapeName="ROCKEYE">
<Position X="0" Y="-0.384" Z="0"></Position>
<DrawArg Key="1" Value="1"></DrawArg>
<DrawArg Key="2" Value="1"></DrawArg>
</Element>
In the above example the Rockeye on the centre station will be released first (Z="0")
Followed by the weapon on the right as we are looking at the pictures above (Z="-0.160")
Followed by the weapon on the left (Z="0.160")
before anybody says it, I know that these are not Rockeyes in the pictures ;)