Weapon loadout quantity numbers explained:

Starspeeder_3000

Charter Member
I've seen some questions asking how the loadout quantity numbers in .xdp files work. :help: 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!
 
Holy crap is right! LOL. Does this hold true in the scenery and texture budgets? That might explain the weird stuff i've seen. I'm still tryign to understand how I got Putina Cat Chow checkerboard snow in the outer rings before the horizon band.
 
Hmmm, now I have something I can do while I rest my back from all the ice chopping! Oh yeah, that was Purina Cat Chow by the way.
:friday:
 
Does this also effect the "max bullets" number in the game.xml? I found editing this down can limit AA in QC without tweaking the vehicles. Also effects every other kind of mission though.
 
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