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#3597359 - 06/25/12 10:59 PM GWUT - editing loadouts
LazerPotatoe Offline
Member

Registered: 03/13/06
Posts: 307
Loc: Toronto, Canada

Did we move the loadout settings from the GWUT file into code?

I compared the gwut from 1.1.2 with latest(1.4) and I see a lot of empty columns.

I used to be able to edit the UH-60 and replace hellfires with rocket pods (495->502).

It doesn't seem to work anymore.

Is this still possible?

Thanks,

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#3597522 - 06/26/12 09:59 AM Re: GWUT - editing loadouts [Re: LazerPotatoe]
FireBird_[WINE] Offline
Member

Registered: 06/10/05
Posts: 577
The payloads are strictly connected with the gunships' scenes.
As long as the scene does not have a specific weapon, the payloads are not changeable.

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#3597729 - 06/26/12 04:13 PM Re: GWUT - editing loadouts [Re: LazerPotatoe]
LazerPotatoe Offline
Member

Registered: 03/13/06
Posts: 307
Loc: Toronto, Canada

Thanks Firebird. I know that the 2.75 inch rocket pods are part of the scene because they already hang on 2 of the wing mounts of the Black Hawk.

I just want to replace the other 2 mounts which currently contain hellfires, with rocket pods. (so it would carry 4 rocket pods)

I'm quite sure that I was able to do this previously by editing the WUT file.

Does anyone know if this has changed?

Thanks,

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#3599485 - 06/29/12 08:13 PM Re: GWUT - editing loadouts [Re: LazerPotatoe]
FireBird_[WINE] Offline
Member

Registered: 06/10/05
Posts: 577
Oops... I've got the point.
Yes, there are bugs in Blackhawk's payloads. I've fixed them in the sources.
Now each pylon has M261 and AGM114K HELLFIRE II.

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#3599522 - 06/29/12 10:15 PM Re: GWUT - editing loadouts [Re: LazerPotatoe]
LazerPotatoe Offline
Member

Registered: 03/13/06
Posts: 307
Loc: Toronto, Canada

Cool, thanks

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#3599525 - 06/29/12 10:25 PM Re: GWUT - editing loadouts [Re: LazerPotatoe]
LazerPotatoe Offline
Member

Registered: 03/13/06
Posts: 307
Loc: Toronto, Canada

I know you're probably really busy with the current release, but maybe in future release, if it's not too much work, would you mind making sure that the changes that Arneh made to payloads in 1.12 are also possible? I think they are more realistic.
http://simhq.com/forum/ubbthreads.php/posts/2733487.html

Best Regards,

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#3599618 - 06/30/12 06:53 AM Re: GWUT - editing loadouts [Re: LazerPotatoe]
FireBird_[WINE] Offline
Member

Registered: 06/10/05
Posts: 577
Well, as I said, payload displayed and payload used must be synchronized.
For example, Su-33 scene uses R-60 missiles. In order to make it to use R-73s both sources and scenes must be changed. Thus, lot's of simple work. wink

If you're interested in those changes, will you modify the scenes?

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#3599655 - 06/30/12 10:00 AM Re: GWUT - editing loadouts [Re: LazerPotatoe]
LazerPotatoe Offline
Member

Registered: 03/13/06
Posts: 307
Loc: Toronto, Canada

I'd like to help. Do I need LightWave to edit the scene files?

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#3599671 - 06/30/12 11:16 AM Re: GWUT - editing loadouts [Re: LazerPotatoe]
FireBird_[WINE] Offline
Member

Registered: 06/10/05
Posts: 577
Yup, you need Lightwave Layout. 11.0.1 is the latest.

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#3602285 - 07/05/12 04:30 PM Re: GWUT - editing loadouts [Re: LazerPotatoe]
FireBird_[WINE] Offline
Member

Registered: 06/10/05
Posts: 577
Any progress or questions?

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