6./ZG26_Emil Posted April 22, 2016 Posted April 22, 2016 It's a bit confusing there are 4 sections for loadouts and payloads in the plane settings, there is a dropdown box for weapon mods, then a Payload ID and at the bottom there is a section for available mods and payloads. I guess the one I want is either available mod or available payloads since I was to disable the 2500+1800Kg bomb on the 111 and also the 37mm guns from the Ju87 Any help would be appreciated because this is as clear as mud :D
6./ZG26_Emil Posted April 22, 2016 Author Posted April 22, 2016 and do I have to tick Lock Weapon Mods for it to be implemented?
LLv34_Temuri Posted April 22, 2016 Posted April 22, 2016 Maybe this will help you:http://forum.il2sturmovik.com/topic/21449-payloads-and-modifications/
6./ZG26_Emil Posted April 22, 2016 Author Posted April 22, 2016 Maybe this will help you: http://forum.il2sturmovik.com/topic/21449-payloads-and-modifications/ Thanks!
6./ZG26_Emil Posted April 23, 2016 Author Posted April 23, 2016 Well I restricted the 2500 and 1800 bombs on the 111 and 87 and yet nothing happened....I then figured that you need to tick the lock weapon mods in the Dserver advanced setup but when I do that everything is locked on all planes!! If I tick that box does it mean I have to set every planes available mods?
LLv34_Temuri Posted April 23, 2016 Posted April 23, 2016 If I tick that box does it mean I have to set every planes available mods? I think that's how it works.
6./ZG26_Emil Posted April 24, 2016 Author Posted April 24, 2016 (edited) I think that's how it works. Eugh.......That sounds like a lot of work! You would have thought you would tick the box and be able to deselect a few of the mods etc Thanks for the help though Edited April 24, 2016 by 6./ZG26_Emil
6./ZG26_Emil Posted May 2, 2016 Author Posted May 2, 2016 Here are the options there are 4 of them related to restricting loadouts which seems a bit crazy. Is it just Number 3 I need to change? I assume 1 is to force a mod on the aircraft 2 is.....? 3 restricts the mods than can be taken 4 restricts bomb loads after 3 is taken in to account?
coconut Posted May 2, 2016 Posted May 2, 2016 I haven't tried resticting loadouts yet, but I would expect that 1 and 2 are the defaults, and they should be consistent with the constraints in 3 and 4.
6./ZG26_Emil Posted May 2, 2016 Author Posted May 2, 2016 I have it sort of working now and yep I think you're right about 1 and 2 So far I can restrict the mods but when I tried to restrict certain payloads it didn't work. I'll leave that for now I just want to make sure we dont have unhistorical stuff or nukes on the He-111 :D
6./ZG26_Emil Posted May 2, 2016 Author Posted May 2, 2016 I just need to say this.... On a scale from 1 to VERY ANNOYING It is off the chart
72sq_Savinio Posted May 2, 2016 Posted May 2, 2016 You've already read this post? http://forum.il2sturmovik.com/topic/21045-payloads-list-dependences-unlocks/?p=333376
6./ZG26_Emil Posted May 2, 2016 Author Posted May 2, 2016 That post doesn't make much sense to me. Here is an example of the problem I have 109-F2 I want to have the gunpods (1) and armoured glass (4) and remove headrest (5) So in Available Mods I type 1/4/5 I go in to the mission and the last two are unlocked yet the first one (gunpods) are locked! How does this make any sense at all...
6./ZG26_Emil Posted May 2, 2016 Author Posted May 2, 2016 (edited) I'll read that post again and see if I can decipher it but as far as I can see I have done it right in Hans example Edit: I might have figured this out....again Edited May 2, 2016 by 6./ZG26_Emil
72sq_Savinio Posted May 2, 2016 Posted May 2, 2016 When i'm at home i'll try some solutions to evaluate the dark matter of unlocks. 1
Jade_Monkey Posted May 2, 2016 Posted May 2, 2016 In my short experience in SP missions, 1 and 2 will pre select the loadouts but they can be changed by the user. This might be different in MP
72sq_Savinio Posted May 3, 2016 Posted May 3, 2016 Ok. For me work correctly. This is the screenshot of "avaiable loadouts for F2". I apologize for my very poor english which needs time to explain sufficiently (i hope). So.. if you want closed and fixed Mod loadouts you need to work only with "WeaponsMod" field, because if you set it in "avaiable Mod" fields players can select and deselect the weapon mod we had set. This is the only test i had time to do, in the evening i try to set other loadouts.
6./ZG26_Emil Posted May 3, 2016 Author Posted May 3, 2016 Thanks Savinio I have it working. It is clear I was suffering from a moment of stupidity and saw the unlock of the 20mm nose gun as gunpods as the symbol is the same. After tearing my hair out for a couple of hours it sank in since I could get all the other ones to work.
DD_Friar Posted October 28, 2020 Posted October 28, 2020 Sorry to bump open this old thread but I am trying to do the same, stop players taking too large bombs for a dogfight map I am currently working on. I have read (and tried to understand) the above and have put against the plane in the available payloads section (for example on a Ju87) "0/1/2/6/9/10/11" however when I go into the game I am being offered the following load outs 1,2,3,7 (which is the big bomb I do not want) and 12 regards Friar
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now