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The Anatomy of the Custom Loadout


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I have been working with custom loadouts now for a couple of weeks with the helpful insights of these threads:

 

http://forums.eagle.ru/showthread.php?t=74772

http://forums.eagle.ru/showthread.php?p=1284781#post1284781

http://forums.eagle.ru/showthread.php?t=69465

 

My issue is that I am a former developer and not understanding the underlying components was really bothering me. So, I cracked open the unitPayloads.lua file (after backing it up of course! :thumbup:), and started playing around with it a bit. With this and couple of other files, I was able to derive some facts, examples, and (hopefully) insight that I have gathered. There is nothing wrong with sticking to the methods used above, and this is only meant to further enhance understanding and manual customization if you so desire.

 

MY DISCLAIMER: Some of these concepts at varying levels have been touched upon or shared in the above posts, or other posts that search may have missed. I do not wish to take credit where credit is not due, so if any of this was discovered and shared, I implicitly give them credit in this disclaimer! I also invite and encourage any comments, corrections, etc. for the good of the community at large.

 

 

First, here are several (what I believe to be) facts that I have learned that will make understanding loadouts much easier. Let's start by understanding these first:

 

  1. The payloads available to you in SP and MP are contained in the unitPayloads.lua file. This file also contains the definitions of all the loadouts for all aircraft in DCS.
  2. There are two unitPayloads.lua files, one that is STATIC located in your DCS installation folder (..\dcs a-10c warthog\MissionEditor\data\scripts), and one that is DYNAMIC - meaning it changes - in your windows application files according to your user (C:\Users\<user>\Saved Games\DCS Warthog\MissionEditor).
  3. The dynamic unitPayloads.lua file is modified when:

    1. You save a mission from the mission editor with a custom loadout
    2. From within a single player mission, go to the mission details and add a new loadout instead of selecting a pre-defined one.

[*]These two unitPayloads.lua files are essentially interchangeable with the exception that the dynamic one contains all of what the static one contains -plus- the loadouts you have defined via #3 above.

[*]Single player missions allow you change your loadout before launch, and the loadout you define becomes the "Default" option in the Ground Crew re-arm menu for the duration of that mission, but the other payloads you might have defined are not available from the re-arm menu.

[*]Multiplayer missions allow for the mission creator to specify a loadout for a specific aircraft in that mission, which becomes the "Default" for that client aircraft. If you select that specific aircraft to fly, you get that loadout.

[*]If you open/edit a mission that has an aircraft with a loadout that is not "out of the box", and you change it, you will be prompted to save that loadout... yep, you guessed it... it gets saved in the dynamic unitPayloads.lua.

[*]The Ground Crew re-arm menu is defined by the STATIC unitPayloads.lua file in your installation directory. Nothing you do within the DCS interface will change the re-arm menu.

[*]A TASK is a specific role that an aircraft can fufill, and is selectable in the mission editor for each aircraft. All aircraft are locked into a selection of tasks defined by the corresponding <aircraft>.lua file at ..\dcs a-10c warthog\Scripts\Database\planes. The most common role in most missions played is typically CAS. The valid tasks for the A-10C according to this file are:

  1. Ground Attack
  2. CAS (Close Air Support)
  3. AFAC (Airborne Forward Air Controller)
  4. Runway Attack
  5. Antiship Strike

[*]A LOADOUT is a collection of stores/munitions that is associated with an aircraft AND AT LEAST ONE TASK. If it is not associated with a task, it is associated with "Nothing" - which is still technically a task in DCS.

[*]A CATEGORY merely defines the re-arm menu, and is only a means of grouping loadouts for selection.

[*]The Task that a mission creator selected for the aircraft you are flying at mission creation time dictates which loadouts will be available to you in the re-arm menu, regardless of the category.

Ok. So with those facts understood, lets take a look at the unitPayloads.lua file in a bit more detail...

 

**If you decide to edit or open this file, please do not use Notepad.exe to do so (Notepad++ is an excellent alternative), and please make a backup copy before you do anything!!!

 

Like I mentioned before, this file contains all of the loadout definitions for all of the aircraft in DCS. You will find the section pertaining to the A-10C on or around line 10114 of the static file. It will begin with this line:

unitPayloads["A-10C"] = {}

For each aircraft there are two sections, the "tasks" section and the "payloads" section in that order. They are defined by these lines of script:

 
unitPayloads["A-10C"]["tasks"] = {}
unitPayloads["A-10C"]["payloads"] = {}

Each unique loadout is defined only once by a series of lines and can be located in either one of these sections. There can also be a "pointer" to that loadout that allows for the loadout to be referenced in multiple areas of the file (more on that later). Let's take a look at a loadout in the file that appears on or around line 11739. This loadout is defined in the tasks section, hence the ["tasks"] tag in each line of the definition:

unitPayloads["A-10C"]["tasks"][16] = {}
unitPayloads["A-10C"]["tasks"][16][1] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][1] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][1]["launcherCLSID"] = "{6D21ECEA-F85B-4E8D-9D51-31DC9B8AA4EF}"
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][1]["num"] = 1
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][2] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][2]["launcherCLSID"] = "{DB434044-F5D0-4F1F-9BA9-B73027E18DD3}"
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][2]["num"] = 11
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][3] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][3]["launcherCLSID"] = "{CAE48299-A294-4bad-8EE6-89EFC5DCDF00}"
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][3]["num"] = 10
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][4] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][4]["launcherCLSID"] = "{CAE48299-A294-4bad-8EE6-89EFC5DCDF00}"
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][4]["num"] = 9
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][5] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][5]["launcherCLSID"] = "{CAE48299-A294-4bad-8EE6-89EFC5DCDF00}"
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][5]["num"] = 8
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][6] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][6]["launcherCLSID"] = "{CAE48299-A294-4bad-8EE6-89EFC5DCDF00}"
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][6]["num"] = 7
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][7] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][7]["launcherCLSID"] = "{CAE48299-A294-4bad-8EE6-89EFC5DCDF00}"
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][7]["num"] = 6
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][8] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][8]["launcherCLSID"] = "{CAE48299-A294-4bad-8EE6-89EFC5DCDF00}"
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][8]["num"] = 5
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][9] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][9]["launcherCLSID"] = "{CAE48299-A294-4bad-8EE6-89EFC5DCDF00}"
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][9]["num"] = 4
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][10] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][10]["launcherCLSID"] = "{CAE48299-A294-4bad-8EE6-89EFC5DCDF00}"
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][10]["num"] = 3
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][11] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][11]["launcherCLSID"] = "{CAE48299-A294-4bad-8EE6-89EFC5DCDF00}"
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][11]["num"] = 2
unitPayloads["A-10C"]["tasks"][16][1]["name"] = "SUU-25*9,AIM-9*2,ECM"
unitPayloads["A-10C"]["tasks"][16][1]["category"] = "AFAC"

The first line of this portion of the script defines the task. "16" is the unique ID for the task "AFAC". All loadouts defined in the task section that is associated with the AFAC task will follow this line. The following is a list of all tasks and their codes:

 

Nothing = 15

SEAD = 29

AntishipStrike = 30

AWACS = 14

CAS = 31

CAP = 11

Escort = 18

FighterSweep = 19

GAI = 20

GroundAttack = 32

Intercept = 10

AFAC = 16

PinpointStrike = 33

Reconnaissance = 17

Refueling = 13

RunwayAttack = 34

Transport = 35

 

The number immediately after the task ID is the loadout ID and is the sequential ID of the loadout for this task. The number begins with 1 for each new task section. This is the first of 3 default loadouts for the AFAC task and therefore has a [1] after the [16].

 

Next we have the pylons section which defines what stores we will have in this loadout. Each individual station that contains a store has 3 lines each associated with it. Let's examine the first pylon entry:

unitPayloads["A-10C"]["tasks"][16][1]["pylons"][1] = {}
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][1]["launcherCLSID"] = "{6D21ECEA-F85B-4E8D-9D51-31DC9B8AA4EF}"
unitPayloads["A-10C"]["tasks"][16][1]["pylons"][1]["num"] = 1

The first line just identifies the entry and each entry has a unique sequential ID. In this case [1]. This number DOES NOT CORRESPOND TO THE STATION ON THE AIRCRAFT!! It is merely an identifier, and nothing more.

 

The second line defines the store for that pylon ID. Each possible store has a class ID that is usually a non-recogizable GUID or 'Global Unique ID" that would be used to instantiate that particular store. With that said, however, some IDs - while unique - are human readable text that actually defines the store. At this time, I am not sure why some are GUIDs and some are not... a question best left to the devs. The store GUID for this particular pylon definition is {6D21ECEA-F85B-4E8D-9D51-31DC9B8AA4EF}, which is the ECM pod. The complete list of these class IDs can be found in the Names.lua file located at ..\dcs a-10c warthog\Scripts\Database.

 

NOTE: When selecting stores for your custom loadout, it is important to understand that there is exactly one class ID that corresponds to each configuration. For example, I can load one GBU-12 on station #4, but I can also load a Triple Ejector Rack (TER) of 3 of them. The class IDs are different for these. The same is true if I load 2 Mavericks on station #3 and two on station #9... but they are mirrored left and right (to the outboard most connections on the TER), and each have unique class IDs!

 

The third line DOES define the station that the store will be located on... in this case station #1. You will notice that the second pylon ID defines the AIM-9 pair {DB434044-F5D0-4F1F-9BA9-B73027E18DD3} on station #11, but is ID [2]. Again, no correlation between the pylon ID and the station number. The order you define these in does not seem to matter, and even in the out of the box file, there are no standard patterns. To my point, the very next AFAC loadout defines the pair of AIM-9s on station #11 first (ID [1]) and the ECM pod on station #1 last (ID [8]).

 

The last two lines of the specific loadout definition are the name and category. Here are those two lines in the loadout we have been looking at:

unitPayloads["A-10C"]["tasks"][16][1]["name"] = "SUU-25*9,AIM-9*2,ECM"
unitPayloads["A-10C"]["tasks"][16][1]["category"] = "AFAC"

This is pretty self-explanitory... the "name" line defines the name of the loadout and is what you see in the mission editor and in the Ground Crew re-arm menu. This can be anything you dream up, and does not have to start with "AFAC" or "Anti-Tank", etc. to show up as long as you define a category. I believe, and other posts have stated, that if in the mission editor you name your loadout using the categories that have been defined, that they will appear in the right category. I have not tested this and cannot confirm either way.

 

The "category" line places the loadout in the corresponding menu in the Ground Crew re-arm menu. DCS groups common ones together, so using the same category will put them in the same menu. There is no other "magic place" to define categories... if you create a store and name the category "Widget", you will see that menu option when you rearm with that payload as a sub-menu item.

 

 

So these are the basics of the loadout definition in the "tasks" area of the aircraft section. I hope there is value in sharing all of this information, and I have strived to make sure that all of it is as accurate and correct as possible. I had to break this post up into two sections because of the 15,000 character limit, so if you are interested in learning more, please take a look at my follow on post.

 

Thanks, and happy flying! :pilotfly:

~Python

76th Tankbuster Operations

Task Force Blackjack

http://tf-blackjack.com/content.php

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Well done!:thumbup:

ASUS ROG Maximus VIII Hero, i7-6700K, Noctua NH-D14 Cooler, Crucial 32GB DDR4 2133, Samsung 950 Pro NVMe 256GB, Samsung EVO 250GB & 500GB SSD, 2TB Caviar Black, Zotac GTX 1080 AMP! Extreme 8GB, Corsair HX1000i, Phillips BDM4065UC 40" 4k monitor, VX2258 TouchScreen, TIR 5 w/ProClip, TM Warthog, VKB Gladiator Pro, Saitek X56, et. al., MFG Crosswind Pedals #1199, VolairSim Pit, Rift CV1 :thumbup:

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The Anatomy of the Custom Loadout - Part II

 

So we have covered quite a bit on understanding custom loadouts in DCS: A-10C. I hope everything so far has been clear and concise, because it starts to get a little more complicated from here...

 

Now to make everything as clear as mud...

 

I mentioned earlier that the loadout can also be defined in the "payload" section for that aircraft. If the loadout is defined in the payloads section and not the tasks section, this means that the loadout is not typically associated with a task. This might happen if you created a loadout in the mission editor for an aircraft with the task "CAS" selected. Later, you delete that loadout, but instead of deleting it, it is just disassociated with a task, and if you hit the task dropdown and select "Nothing", you will see the loadout you just deleted!

 

Let's take a look at a loadout that is defined in the "payload" section on or around line 11839:

unitPayloads["A-10C"]["payloads"][4] = {}
unitPayloads["A-10C"]["payloads"][4]["pylons"] = {}
unitPayloads["A-10C"]["payloads"][4]["pylons"][1] = {}
unitPayloads["A-10C"]["payloads"][4]["pylons"][1]["launcherCLSID"] = "{6D21ECEA-F85B-4E8D-9D51-31DC9B8AA4EF}"
unitPayloads["A-10C"]["payloads"][4]["pylons"][1]["num"] = 1
unitPayloads["A-10C"]["payloads"][4]["pylons"][2] = {}
unitPayloads["A-10C"]["payloads"][4]["pylons"][2]["launcherCLSID"] = "{69DC8AE7-8F77-427B-B8AA-B19D3F478B66}"
unitPayloads["A-10C"]["payloads"][4]["pylons"][2]["num"] = 3
unitPayloads["A-10C"]["payloads"][4]["pylons"][3] = {}
unitPayloads["A-10C"]["payloads"][4]["pylons"][3]["launcherCLSID"] = "{AB8B8299-F1CC-4359-89B5-2172E0CF4A5A}"
unitPayloads["A-10C"]["payloads"][4]["pylons"][3]["num"] = 4
unitPayloads["A-10C"]["payloads"][4]["pylons"][4] = {}
unitPayloads["A-10C"]["payloads"][4]["pylons"][4]["launcherCLSID"] = "{AB8B8299-F1CC-4359-89B5-2172E0CF4A5A}"
unitPayloads["A-10C"]["payloads"][4]["pylons"][4]["num"] = 8
unitPayloads["A-10C"]["payloads"][4]["pylons"][5] = {}
unitPayloads["A-10C"]["payloads"][4]["pylons"][5]["launcherCLSID"] = "{69DC8AE7-8F77-427B-B8AA-B19D3F478B66}"
unitPayloads["A-10C"]["payloads"][4]["pylons"][5]["num"] = 9
unitPayloads["A-10C"]["payloads"][4]["pylons"][6] = {}
unitPayloads["A-10C"]["payloads"][4]["pylons"][6]["launcherCLSID"] = "{DB434044-F5D0-4F1F-9BA9-B73027E18DD3}"
unitPayloads["A-10C"]["payloads"][4]["pylons"][6]["num"] = 11
unitPayloads["A-10C"]["payloads"][4]["name"] = "AGM-65K*2,Mk-84*2,AIM-9*2,ECM"
unitPayloads["A-10C"]["payloads"][4]["category"] = "CAS"

Notice right away that there are no task IDs here, and the ID following the ["payloads"] tag is just a sequential number for each loadout in the payloads section. In this case, the fourth one [4]. The rest of the lines defining the loadout are the same.

 

While a loadout may be defined in the payloads section alone, typically if it is defined in the tasks section instead you will still always find a pointer to it in the payloads section. For example take a look at line 11910:

unitPayloads["A-10C"]["payloads"][7] = unitPayloads["A-10C"]["tasks"][16][1]

This line "points" back to our first loadout definition for the AFAC role mentioned above. One curious point that I came across while doing this research is that most of the other AI aircraft have all of their loadout definitions in the "tasks" area, and the "payloads" area is strictly pointers back to those. While I understand how loadouts can end up in the "payloads" section through user interaction with the DCS interface (like deleting a loadout like I mentioned earlier), I do not completely understand why ED has so many loadouts in the "payloads" section in the default out of the box file for the A-10C. Yet another question for the devs I suppose...

 

A final point on pointers - pun intended - if you define a loadout in the "tasks" section for, let's say, CAS... and you also want that loadout available for AFAC or Ground Attack, you can add it to the AFAC or Ground Attack sections, and put a pointer to the definition in the CAS task. The portion of the line prior to the "=" sign is exactly like any other loadout definition, and the rest after the "=" sign looks like the pointer above. For those of you sticking to the interface method and have come to the conclusion because of this post that you will never open the unitPayloads.lua file :dontgetit:, this can also be accomplished by using the Export menu item while editing the loadout in the Mission Editor. You will be presented with a list of tasks to export it to, and all it does is move the definition to the new task and leave a pointer where it was originally defined.

 

 

 

 

 

To Recap:

  • You can create custom loadouts using the methods described in the posts I shared, but will not be able to define custom categories, etc.
  • You can edit the STATIC unitPayloads.lua file and create your own custom loadouts manually using the information provided in this post.
  • You should always create your custom loadout in the "tasks" section and then put pointers to it for secondary tasks, and in the "payloads" section.
  • I wouldn't mess with the loadouts that are already defined in the STATIC file, just add your own to it. I do not know what effect deleting or modifying the default ones will have on gameplay.

Here are a bunch of the most common weapons that you can simply copy and paste into your own unitPayloads.lua to jumpstart you on creating your own personal custom loadouts. You will have to edit the x, y, and z variables to correspond to the task and sequesnce of your loadout and stores choices where x is the task ID, y is the loadout sequence ID, and z is the Store Sequence ID. Also note that I have included the possible stations separated by commas... there can only be one number in the second line, so choose your station and delete the other numbers.

 
--This line preceeds each pylon line:
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z] = {}
--Pods
--TGP
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{A111396E-D3E8-4b9c-8AC9-2432489304D5}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 2, 10
--ECM
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{6D21ECEA-F85B-4E8D-9D51-31DC9B8AA4EF}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 1
--Unguided Bombs
--Mk82*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{BCE4E030-38E9-423E-98ED-24BE3DA87C32}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 1, 2, 3, 4, 5, 7, 8, 9, 10, 11
--Mk82*3
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{60CC734F-0AFA-4E2E-82B8-93B941AB11CF}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 4, 5, 7, 8, 9
--Mk82AIR*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{Mk82AIR}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 1, 2, 3, 4, 5, 7, 8, 9, 10, 11
--Mk82AIR*3
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{BRU-42_3*Mk-82AIR}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 4, 5, 7, 8, 9
--Mk84*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{AB8B8299-F1CC-4359-89B5-2172E0CF4A5A}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 4, 5, 7, 8, 9
--Guided Bombs
--GBU-38*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{GBU-38}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 4, 5, 7, 8, 9
--GBU-31*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{GBU-31}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 4, 5, 7, 8, 9
--GBU-12*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{DB769D48-67D7-42ED-A2BE-108D566C8B1E}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 1, 2, 3, 4, 5, 7, 8, 9, 10, 11
--GBU-12*3
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "BRU-42_3*GBU-12"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 4, 8, 9
--GBU-10*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{51F9AAE5-964F-4D21-83FB-502E3BFE5F8A}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 4, 5, 7, 8, 9
--Cluster Bombs
--CBU-87*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{CBU-87}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 1, 2, 3, 4, 5, 7, 8, 9, 10, 11
--CBU-97*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{5335D97A-35A5-4643-9D9B-026C75961E52}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 1, 2, 3, 4, 5, 7, 8, 9, 10, 11
--CBU-103*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{CBU_103}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 4, 5, 7, 8, 9
--CBU-105*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{CBU_105}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 4, 5, 7, 8, 9
--Missiles
--AGM-65D*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{444BA8AE-82A7-4345-842E-76154EFCCA46}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 9
--AGM-65D*2 (port pylon TER configuration)
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{E6A6262A-CA08-4B3D-B030-E1A993B98452}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3
--AGM-65D*2 (starboard pylon TER configuration)
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{E6A6262A-CA08-4B3D-B030-E1A993B98453}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 9
--AGM-65D*3
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{DAC53A2F-79CA-42FF-A77A-F5649B601308}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 9
--AGM-65G*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "LAU_117_AGM_65G"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 9
--AGM-65H*2 (port pylon TER configuration)
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "LAU_88_AGM_65H_2_L"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3
--AGM-65H*2 (starboard pylon TER configuration)
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "LAU_88_AGM_65H_2_R"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 9
--AGM-65H*3
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "LAU_88_AGM_65H_3"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 9
--AGM-65K*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{69DC8AE7-8F77-427B-B8AA-B19D3F478B66}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 9
--Air to Air
--AIM-9M*2
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{DB434044-F5D0-4F1F-9BA9-B73027E18DD3}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 1, 11
--Rockets
--M-5*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{319293F2-392C-4617-8315-7C88C22AF7C4}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 2, 3, 4, 8, 9, 10
--M-151*1
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{A021F29D-18AB-4d3e-985C-FC9C60E35E9E}"
--or
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{69926055-0DA8-4530-9F2F-C86B157EA9F6}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 2, 3, 4, 8, 9, 10
--M-151*3
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["launcherCLSID"] = "{64329ED9-B14C-4c0b-A923-A3C911DA1527}"
unitPayloads["A-10C"]["tasks"][x][y]["pylons"][z]["num"] = 3, 4, 8, 9

 

I will be continuing to research and test these and other concepts relating to custom loadouts and will post any of my findings here on this thread. Thank you for taking the time to read this, and I hope that there was something that you found that can help you enrich your simming experience with this great product!

 

Thanks, and happy flying! pilotfly.gif

~Python

76th Tankbuster Operations

Task Force Blackjack

http://tf-blackjack.com/content.php

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Wow, this is great info.

 

One question: What happens if you try to put something on a hardpoint that doesn't belong there (i.e. Mavericks on the ECM Pylon)?

 

One (other) question: In addition to adding a new loadout to the Static file to make it appear in the Ground Crew/Rearm menu, do you also have to add it to the Dynamic file so that it is visible in the Mission Editor/Planner?


Edited by normntaz
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Good questions....

 

Loading other stores on stations that wouldn't normally be used does seem to work for the most part. For instance, I have loaded triple rocket launchers on station 1 or 11 before, but I would exercise caution. The wing loading is still a factor it seems, so putting a 2000lb. bomb or triple mavs on the wingtips is probably not a good idea. I also try to maintain some level of realism. There is a reason why only stations 3 and 9 can house mavs... because they are wired to interface with the MFCD, and the others are not. This is to your discretion, but I try to keep it close to real as I can.

 

To answer your second question, no, you do not have to add your loadout to your dynamic file for it to work. If you do add it, you will be able to see it graphically represented and can also find out the weight of your load if you do. Keep in mind though that the two files are completely disconnected from each other, and modifying your loadouts in the dynamic file will have no effect on your loadouts in the ground crew rearm menu. They will still reflect what you set up in your static file.

 

Hope that helps!

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Good questions....

 

Loading other stores on stations that wouldn't normally be used does seem to work for the most part. For instance, I have loaded triple rocket launchers on station 1 or 11 before, but I would exercise caution. The wing loading is still a factor it seems, so putting a 2000lb. bomb or triple mavs on the wingtips is probably not a good idea. I also try to maintain some level of realism. There is a reason why only stations 3 and 9 can house mavs... because they are wired to interface with the MFCD, and the others are not. This is to your discretion, but I try to keep it close to real as I can.

 

To answer your second question, no, you do not have to add your loadout to your dynamic file for it to work. If you do add it, you will be able to see it graphically represented and can also find out the weight of your load if you do. Keep in mind though that the two files are completely disconnected from each other, and modifying your loadouts in the dynamic file will have no effect on your loadouts in the ground crew rearm menu. They will still reflect what you set up in your static file.

 

Hope that helps!

 

Thank you for the info. :thumbup:

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  • 1 month later...

Man this thread simply is crying out loud "NERD ALARM" but jesus christ, so am I and I wanna thank you so much, because now I can bring my own crazy loadouts to the battle!

[sIGPIC][/sIGPIC]

System specs:

2500k @ 4.6 GHz

8GB RAM

HD7950 OC'd

Win7 x64

 

Posting tracks to make your DCS better - attention bump incoming!

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  • 4 months later...

Thanks, great post.

 

Had some problems with a loadout creator program so I ended up here. Seems you can also create loadouts in the mission editor and then move the

My Data\Saved Games\DCS Warthog\MissionEditor\unitPayloads.lua file to the C:\Program Files\Eagle Dynamics\DCS A-10C\MissionEditor\data\scripts directory and overwrite (dont forget to backup).

This doesnt work instantly and that is where your post comes in.

Looks like the loadout is then created in the file but not assigned to a rearm menu group therefore you need to edit the file by adding a line referring to the category.

 

this line was only in the file after moving it

unitPayloads["A-10C"]["tasks"][31][64]["name"] = "LIFT/IQT/MQT - DCON 1"

 

had to add this to put it in my LIFT/IQT/MQT sub menu.

unitPayloads["A-10C"]["tasks"][31][64]["category"] = "LIFT/IQT/MQT"

 

notice the "["tasks"][31][64]" referring to the specific payload.

With this you can assign as many in the planner created payloads as you wish to the menus (as long as the total per menu is less then 9)

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  • 6 months later...
Just drop into your "aircraft-name".lua and it will appear in the loadout menu window.

 

Bad news: i cant move the window by the mouse - in previous version 1.1.2.1 we were able to move

 

 

it seem's that in script/database/planes/Su25T they didn't detail the names of weapons associated with the SLCID, as in the A10C.

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it seem's that in script/database/planes/Su25T they didn't detail the names of weapons associated with the SLCID, as in the A10C.

 

Check this:

Eagle Dynamics\DCS World 1.2.0.\Scripts\Database\db_weapons_data ;)

Atop the midnight tarmac,

a metal beast awaits.

To be flown below the radar,

to bring the enemy his fate.

 

HAVE A BANDIT DAY !

 

[sIGPIC][/sIGPIC]

"When I'm working on a problem, I never think about beauty. I think only how to solve the problem. But when I have finished, if the solution is not beautiful, I know it is wrong." - R. Buckminster Fuller (1895 - 1983), American Architect, Author, Designer, Inventor, and Futurist

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  • 6 years later...

Thanks for the detailed explanation. I'm still digesting it.

I know how to create a custom loadout. Before you launch a mission, you select your aircraft on the map then go to loadout page, create a new loadout mix and save to a new name. But I have to select this before I launch every time.

 

I see my custom loadout name in unitPayloads.lua in the dynamic path mentioned above. But how does each mission know which loadout to default to? I want to change the default loadout for a mission. Then I don't have to go change it before launch each time.

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