You need to understand how it works.
1. When you click on the new button, or use the earlier stand-alone application, a routine is run to read the 30 paths in the "PDir.set" file in the GameData folder.
2. The "VCGplane.DAT" in each of the folders is read, and the slot number is added to a list if the second byte in that file is "01".
In the case of my planeset with CJ's Hurricane, when all 30 slots have been read then that list would read "9" as it is the only plane with the "01" second byte in the "VCGplane.DAT" file.
3. Then the list is packed with values of "100" until there are 30 items, and it is saved in the root folder as "HiResPit.mpf".
It reads
9
100
100
100 etc
4. When you select a plane the new UAW160 exe reads the "HiResPit.mpf" file, and if the slot number of your chosen plane equals any of the 30 values in the file than when you fly the Hi-res 'pit file load routine runs. Otherwise the old load routine runs.
Obviously "100" is an impossible value for a plane slot number, hence its use.
The "HiResPit.mpf" file for a plane-set with no hi-res 'pits has 30 values of 100.
Making a planeset does not require any file changes in this regard
If you have the stand-alone utility and run it before you test a newly created plane-set using your PSM160V4Ray.exe program then there should be no problem.
I will put a copy in your folder at the FTP.
Edit:
I put two files in there:
The "Hi-res cockpit list maker.exe" goes in your root folder.
When you run it and click the "Do It!" button it makes the "HiResPit.mpf" file and then exits and disappears.
The other file is the "May 15th Cockpit test(Single & Instant).exe" which needs to go in your "EAW Versions" folder.