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Posted

This Howto describes how to add the 3 additionally S-8 rocket types to the Antitank loadout and leave the existing ones intact.

 

First you have to create the loadouts you want to add. This is done in the file "Scripts/Aircrafts/_Common/rearm.lua". The structure of this file is pretty selfexplaining. To get the propper values for LauncherCLSID and LauncherCategory, take a look at "Scripts/Database/db_weapons" where WorldID is the LauncherCategory. You can name your loadout anything you like but I am not sure if spaces in loadout names will work.

 

Next you have to assign a eventid to your loadout. This is done in the file "Sound/events_id.lua"

Search for the line starting with "wsRepHumanHel_LoadMin". Below that all existing loadouts are listed in the order they appear in the rearm menu. Since we do not want to mess with the existing loadouts, we add own loadouts at the end of the list of loadouts, directly above "wsRepHumanHel_LoadMax" as "<loadoutname> = counter:next()". The eventid that we are after is then the index of your loadout in this list + the start counter which is 4500. Therefore the first loadout you add should have the number 4537.

 

Next lets bind a key to your loadout in the rearm menu. This is done by editing the file "Scripts/Input/wingmencommandplane.lua". Search for "WC['ReloadingAntitankHel']" to extend your Antitank menu. For me it looks like this:

 

WC['ReloadingAntitankHel'] = {

keyCommands = {

{combos = {{key = 'F1'}}, down = wsRepHumanHel_12xATGM_2xB8V20A_2A42},

{combos = {{key = 'F2'}}, down = 4537},

{combos = {{key = 'F3'}}, down = 4538},

{combos = {{key = 'F4'}}, down = 4539},

{combos = {{key = 'F5'}}, down = wsRepHumanHel_12xATGM_2xUB13_2A42},

{combos = {{key = 'F6'}}, down = wsRepHumanHel_12xATGM_2xUPK23_2A42},

{combos = {{key = 'F7'}}, down = wsRepHumanHel_12xATGM_2xKMGU_AT_2A42},

{combos = {{key = 'F8'}}, down = 4540},

{combos = {{key = 'F9'}}, down = wsRepNull},

{combos = {{key = 'F10'}}, down = wsRepNull},

{combos = {{key = 'F11'}}, down = wsRepHumanBack},

}

}

 

As you can see I added 4 custom loadouts to my Antitank menu.

 

It should work now but it will not be displayed in the loadout menu. This is just a cosmetic issue but in the heat of battle you might not want to remember the correct keys. To edit the Antitank menu display, open the file "FUI/resourcesbs/rc-reloadingantitankhel.res".

 

The definition of a new line look like this:

 

\static

\begin

\tag{4}

\font{2}

\coord{12,65,186,85}

\caption{F3 - 12xATGM; 2xB820A (illumination); 2A42}

\end

 

Make sure that "\tag{n}" is ascending and unique and that the coord's doesn't overlap. Therefore the second and the third coord should be inkrementet by 20 for every line.

 

As a sample, I attached my modifications, which also is overwriting the ferry loadout and moves the Antitank loadout one row up in the main rearm menu.

 

so long

Mathias

custom loadout.zip

My System: Intel Core i7-4770K, Asus ROG Strix RX480 O8G, 24GB Ram

  • 3 weeks later...
Posted
Nice work ! Will this work with Kh-25ML's as well ?

 

Yeah, this works with a LOT of things. I once had my wingie carrying R-73's and firing them at jets. So, you can do all kinds of fantasy loadouts.

 

"Permission to engage bogies!"

"Go for it!"

 

"Fox-1! Fox-1!" Bye bye F-18.

Posted (edited)

By the way, have you tried to add new categories to the menu instead of overwriting the existing ones? I tried, but could not find a way to hook them in. The titles show up but nothing happens when the associated function key is pressed.

Edited by ajax
better word
Posted
Yeah, this works with a LOT of things. I once had my wingie carrying R-73's and firing them at jets. So, you can do all kinds of fantasy loadouts.

 

"Permission to engage bogies!"

"Go for it!"

 

"Fox-1! Fox-1!" Bye bye F-18.

 

Even more reason why it should be default. In order to allow these modifications, you have to open up to the potential of asshattery happening. On the flip side, if you don't allow it you kill fidelity.

 

It makes zero sense not to include loadouts that the Shark COULD and WOULD use in the default menu.

Posted
Even more reason why it should be default. In order to allow these modifications, you have to open up to the potential of asshattery happening. On the flip side, if you don't allow it you kill fidelity.

 

It makes zero sense not to include loadouts that the Shark COULD and WOULD use in the default menu.

 

Well, the problem with the R73, Igla, etc. is that there is no fire control currently for it. There probably have been experiments with Mercury Pods, AA, HAR missles, FLIR, etc, but no ones been able to find any real proof of it yet. I would think it wouldn't be too much of a problem to put IR missles on a heli though. All you really need is to do is aim your heli at the jet, etc, and listen for a lock tone. No hud symbology, etc. really needed. The big problem as far as I can see, would be can the Shark handle it physically? We do handle the Kh-25 pretty well though, so I would think we would be able to handle an R73 or Igla's.

In the game, you can't put anything new on your heli, but you can put it on your wingmen! It may or may not work.

Posted

That's kind of splitting hairs, and very far off my point.

 

If there's no capability in the currently modeled airframe to rack missles, then there shouldn't be that option in the default menu. Smoke as an example is very much supported (I believe illum too, but not positive), there's just no option in the menu to adjust your loadout. You have to do it through the mission editor.

 

All I'm simply stating is ED should add those to the menu.

 

For those who want R-73s, etc, fine...but they shouldn't be part of the default package (menu) if there's no support for them.

  • 3 weeks later...
Posted
By the way, have you tried to add new categories to the menu instead of overwriting the existing ones? I tried, but could not find a way to hook them in. The titles show up but nothing happens when the associated function key is pressed.

 

I tried, but it seems that the category mapping is hardcoded. The .res files are for display purposes only and don't affect the rearming logic.

 

so long

Mathias

My System: Intel Core i7-4770K, Asus ROG Strix RX480 O8G, 24GB Ram

  • 3 weeks later...
Posted

as i always afraid of messing up with .lua etc etc. Can i down load the zip file and expand it in my directory of BS2 ? Maybe making a back up before overwriting...

Are illumination rockets awailable with this?

Thanks

Posted
Have you tried this in DCS BS2 Nobody96?

 

The loadouts are now handled the same way like for a10c.

 

You find everything you need to know in this thread.

 

If you create some useful loadouts, feel free to share... :thumbup:

 

 

  • i5-3570K, 16GB DDR3, GTX660Ti, SSD, Win7 64Bit
  • Warthog Base + Cougar Stick, Cougar Throttle (el cheapo HAL-Mod), MFG Crosswind Rudder Pedals, TrackIR 5
  • Blackshark 1&2, A-10C, P-51, UH-1H, Mi-8MTV2, F86-F, MiG-21Bis, Combined Arms, FC3, Falcon BMS, Rise of Flight

 

 

Posted
Have you tried this in DCS BS2 Nobody96?

 

Sorry I haven't tried it yet. Next week I have to deliver my diploma thesis so I am currently working 10 hours a day and have absolutely no time aside from a little procrastinating in this forum. After I have finished the diploma thesis and after got really really drunk, sober up and got drunk again I will look into it :-) If it still works and if I find the time, maybe I write a Python program to ease the process of creating custom loadouts. It would be a nice project to explore Windows GUI programming.

 

so long

Mathias

My System: Intel Core i7-4770K, Asus ROG Strix RX480 O8G, 24GB Ram

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