Pylon weaponary - how to manage firing rockets as I wish?

BorekS

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hi guys, having some issue with CFS3 weapon system:
I have a pylon object with a box for 12 rockets. the nodes for rocket weapon are called mount0, mount1, mount2 etc. up to mount11

the current airplane XDP loadout is set this way:

Code:
<Loadout Name="(24) Rocket">
   <Hardpoint ID="1" PylonType="pylon_mig15bis_rocket_box" PayloadType="mig15bis_rocket_sr55" Quantity="12"/>
   <Hardpoint ID="2" PylonType="pylon_mig15bis_rocket_box" PayloadType="mig15bis_rocket_sr55" Quantity="12"/>
</Loadout>

but ingame I am getting only two rockets visible / firable, for the box, at the moun0 and mount1 position. why the rest doesnt appears? needs to set something at the pylon XDP?

Ive tried to remove the mount10 and mount11 because of possible unhappy name numbering convention after mount1, didnt helped.
 

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Last edited:
Hi Borek,

Capt. Winters once explained it to me but unfortunately it slipped my mind. But I think it has to do with the way the number of missiles/bombs ect. is coded. You want twelve rockets and have (logically) entered '12' in the appropriate field. I have checked the 1% AvH P-47D-40 .xdp file and it has 32 small bombs entered as '65535'. I don't know if that is hex or some "logaritmic" version of 30 :confused: but the solution is in the number you enter - I think. Let me see if I can dig up the explanation.

EDIT:

Ah, found it!
It is binar converted to decimal... (insert more confused smileys here ->)

Capt. Winters:
"I've seen some questions asking how the loadout quantity numbers in .xdp files work. Here is a short explanation for you all!

Keep this in mind:
Quantity="255" is a binary number converted to a decimal number.

How to calculate the numbers:
Using your Windows calculator punch in 255 in Decimal mode then change to Binary mode and you will get 11111111 (eight ones) as an answer. In CFS3 this means there are 8 bombs on that pylon.

Another example:
Using your Windows calculator punch in 7 in Decimal mode then change
to Binary mode and you will get 111 (three ones) as an answer. This means there are 3 bombs on that pylon.

So if you want 4 bombs on a pylon you would punch in 1111 (four ones) in Binary mode then change to Decimal mode which would give you an answer of 15. The number 15 you would use in the Quantity="15" line to give you 4 bombs on that pylon.

Some pre-calculated numbers:
1 = 1 bomb/pylon
3 = 2 bombs/pylon
7 = 3 bombs/pylon
15 = 4 bombs/pylon
31 = 5 bombs/pylon
63 = 6 bombs/pylon
127 = 7 bombs/pylon
255 = 8 bombs/pylon
511 = 9 bombs/pylon
1023 = 10 bombs/pylon
2047 = 11 bombs/pylon
4095 = 12 bombs/pylon
8191 = 13 bombs/pylon
16383 = 14 bombs/pylon
32767 = 15 bombs/pylon
1048575 = 20 bombs/pylon

Now you can effectively load all your various vehicles in CFS3!
"

Apparently you have to enter '4095' to get twelve rockets...
 
huh, what a magic!!! BIG THANKS, Frosty & Co. ... IT WORKS!

time to make the regular rocket box for 10x SR-55 rocket, image attached :)
 

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