DD_Friar Posted February 14, 2022 Posted February 14, 2022 (edited) Salute I am currently trying to limit the loadouts for a BF110. I want to restrict the use of the 500 and 1000 sc bombs. I have looked at the threads but just can not get this plane to work. Is there anyone that knows and has successfully applied limited bomb load outs advice please. I have taken it that the the two mods I want to exclude are 3 and 4 and the load out numbers are 5,7 and 9 I have included below my settings. Please help a desperate mission builder ! Cheers Friar Edited February 17, 2022 by DD_Friar
Deacon352nd Posted February 14, 2022 Posted February 14, 2022 Isn’t there a setting in the server to lock loadouts once you set them in the mission?
DD_Friar Posted February 14, 2022 Author Posted February 14, 2022 yes, I have that set. For the other planes it seems fine. I just can not get the 110 to work?
Sketch Posted February 14, 2022 Posted February 14, 2022 (edited) First, use this link to determine what you want locked and what you want unlocked. Next, make sure your SDS file (the file that configures your server's settings) have modifications and payloads locked. You can find an example SDS file in your multiplayer folder. C:/.../1C Game Studios/IL-2 Sturmovik Great Battles/data/Multiplayer/Dogfight_Complex_Example.sds Now to lock the modifications and payloads, go to the mission editor -> airfield properties -> planes and select the plane you wish to modify. Inside the Plane Settings, there is a WeaponsMods button. Click that. Any mods you give the player inside this menu will overwrite anything you put inside Available Mods text box and Available Payloads text box. In my picture below, I am giving the player access to 500kg bombs - even if I don't give them access in the mods/payloads blocks. Hit okay, and let's fill out the Available Mods block. Using Han's guide, we can see that there's 6 available unlocks. We want to limit the 1000kg, the gun pods, and the BK37 cannon. So our Available Mods list should look like this: Next we have to really look over the payloads, and figure out which payloads (based on our modifications) we want to allow the player to have. In my case, I don't want the player to have access to the 50kg wing bomb payloads when they select either the 250kg mod or the 500kg mod. In the image below, I have checked the payloads that I want, and X'd the payloads I do not want; which are payload ids 0, 1, 3, and 4. So I can fill in the Available Payloads block like so: NOTE: Adding two dots (periods) means the designation is between those ids. In my example above, the available mods are 1, 2, and 3 because I'm using two periods to designate between the two ids. NOTE: Adding a forward slash splits the designation ids. In my example above, the available payloads are 0, 1, 3, and 4 because I'm splitting the ids with a / Now when we go into the game, we will see that our Bf110G2 not only has locked 1000kg bombs, MG151s, and BK37 cannon, but the players can not take any wing mounted bombs either. Note: Because I assigned, through the WeaponMods menu, the 500kg bombs, this becomes the default loadout when the player selects the plane. The player can change the modifications that are available to them to see different payloads. In my image below, I deselected the 500kg bombs, and now I have access to 250kg bombs (again without wing mounted 50kg bombs). Hopefully this is helpful to you. Let me know if you need anything else! Good luck in your missions. Edited February 14, 2022 by Sketch Clarity 2
JimTM Posted February 14, 2022 Posted February 14, 2022 (edited) Nice explanation Sketch. For DD-Friar's case (no 500s or 1000s), I think the Available Payloads has to change to 0/1/2/3/10/11/12/13/14/15 to lockout payload 4 and 5 (500s), and payload 6, 7, and 8 (1000s). The payload numbers are from Han's list, not the in-game numbers. Note that the payload numbers you see in the game are one above the numbers that you specify in Available Payloads, for example, the 500s show 5 and 6 in the game, but you specify 4 and 5 in Available Payloads to allow the 500s. Edited February 14, 2022 by JimTM 1
DD_Friar Posted February 17, 2022 Author Posted February 17, 2022 Salute @Sketch and @JimTM Many thanks for your replies. I have now managed to get the results I wanted. I think it is relevant to point out to anyone else wanting to do this the important thing to note is, as Sketch points out, to look at the list Hans produces for the loadout codes. My experience was trying to block the 1000lb from being taken on the Typhoon. I saw that it was item 3 on the loadout list so removed that from the permitted list. It was not until I checked the list against Hans' list that I saw it was in fact #2. Once I added back 3 and removed 2, BINGO! 1000lb now blocked. Salute again to the guys on this forum that take time out to provide such good assistance when requested. Cheers Friar 1
JimTM Posted February 17, 2022 Posted February 17, 2022 21 minutes ago, DD_Friar said: Salute @Sketch and @JimTM Many thanks for your replies. I have now managed to get the results I wanted. I think it is relevant to point out to anyone else wanting to do this the important thing to note is, as Sketch points out, to look at the list Hans produces for the loadout codes. My experience was trying to block the 1000lb from being taken on the Typhoon. I saw that it was item 3 on the loadout list so removed that from the permitted list. It was not until I checked the list against Hans' list that I saw it was in fact #2. Once I added back 3 and removed 2, BINGO! 1000lb now blocked. Salute again to the guys on this forum that take time out to provide such good assistance when requested. Cheers Friar ... Great! You're welcome DD_Friar.
Beebop Posted February 22, 2022 Posted February 22, 2022 Using the above info and Hans list I am trying to make an I-16 that does not have the 2omm ShVAKS as an option. Below is the properties setup. By default the player has the SHKAS, the One Piece Windscreen and the Red Five skin. These options show as the defaults in the setup menu. However in the Modifications menu the 20mm ShVAKS are still available and are not greyed out as shown in the above examples. What am I doing wrong? TIA
JimTM Posted February 22, 2022 Posted February 22, 2022 (edited) 2 hours ago, Beebop said: Using the above info and Hans list I am trying to make an I-16 that does not have the 2omm ShVAKS as an option. Below is the properties setup. By default the player has the SHKAS, the One Piece Windscreen and the Red Five skin. These options show as the defaults in the setup menu. However in the Modifications menu the 20mm ShVAKS are still available and are not greyed out as shown in the above examples. What am I doing wrong? ... Have you selected Lock Payloads and Lock Weapon Mods in your server options? I notice that you locked payload 5 and 10 (6 and 11 in-game), which do not have the ShVAKs. I assume that you did that for other reasons. Edited February 22, 2022 by JimTM 1
Sketch Posted February 22, 2022 Posted February 22, 2022 I agree with @JimTM. It looks like your locked mods and payloads values are correct. However, in the SDS file (the configuration file for your server options) you must set both the weapon modes and payloads to be locked. You can find an example SDS file inside your multiplayer folder. These two options should be set to '1' to lock the modifications and payloads of playable airframes. If you're running the server through the game (instead of through DServer), then you need to check the locked modifications and locked payloads checkboxes. Here I've locked my modifications and payloads through the in-game server settings. Good luck, and if you any questions, let us know. 1
Beebop Posted February 22, 2022 Posted February 22, 2022 @JimTM An error on my part locking out 5 and 10. @Sketch and @JimTM I don't use a DServer, (you need a second computer for that don't you. At least I'm under that impression), so locking Payloads and Modifications in my Server settings means that I would have to configure every player plane (I mostly make DF's) or else the other planes would be stuck with the basic loadout as their default's. Hmmm, that would be a consideration. Anyway, thank you for the enlightenment. I'll give that a try and report back.
Beebop Posted February 22, 2022 Posted February 22, 2022 Thanks again for all the help. ? I got it to work. Here's what it looks like in the I-16 Setup screen;
JimTM Posted February 22, 2022 Posted February 22, 2022 (edited) 1 hour ago, Beebop said: @JimTM An error on my part locking out 5 and 10. @Sketch and @JimTM I don't use a DServer, (you need a second computer for that don't you. At least I'm under that impression), so locking Payloads and Modifications in my Server settings means that I would have to configure every player plane (I mostly make DF's) or else the other planes would be stuck with the basic loadout as their default's. Hmmm, that would be a consideration. Anyway, thank you for the enlightenment. I'll give that a try and report back. There is no difference in the lockout behaviour between DServer and in-game server. I think you are correct regarding the need to set available mods and payloads for each plane in a spawn point (assuming you set both lock options in the server). Note that you can use ".." in the Available Payloads and Available Mods to save time, for example, 0..10/22 to allow payload 0 to 10 and payload 22. You can set up a DServer on the same PC as IL-2 but that may limit server performance if you run both at the same time (using different accounts of course). See the note in step 3 of "Obtain and Install the DServer", which is under the "Install and Update a Multiplayer Mission Server" topic in Chapter 11 of the manual. 30 minutes ago, Beebop said: Thanks again for all the help. ? I got it to work. Here's what it looks like in the I-16 Setup screen; ... Great! You're welcome Beebop. Edited February 22, 2022 by JimTM 1
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