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Old 05-12-24, 03:32 PM   #1
Hebe Vollmaus
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Join Date: Jun 2010
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gear Cargo-Nodes vs EQP-file?

Hi All,
in SH3 Type 102 Merchant-ships have cfg#Kxx-nodes for different external Cargo-Types.
In newer Merchant-ships the K_Nodes are not used, for use (or mis-use) for example 2nd.Gun-Nodes in the EQP-file.
I can see, as of yet, that you loose the possibillity to use the Missioneditor to choose the different cargo-types. Instead you have to create the entries in the EQP-file.

What is the benefit to use the EQP-file against K-nodes and CargoDef.cfg?
Can someone tell me please what the advantage is to use the 'newer' way?

Greetings.
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Old 05-13-24, 12:37 AM   #2
Mister_M
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Quote:
Originally Posted by Hebe Vollmaus View Post
Hi All,
in SH3 Type 102 Merchant-ships have cfg#Kxx-nodes for different external Cargo-Types.
In newer Merchant-ships the K_Nodes are not used, for use (or mis-use) for example 2nd.Gun-Nodes in the EQP-file.
I can see, as of yet, that you loose the possibillity to use the Missioneditor to choose the different cargo-types. Instead you have to create the entries in the EQP-file.

What is the benefit to use the EQP-file against K-nodes and CargoDef.cfg?
Can someone tell me please what the advantage is to use the 'newer' way?

Greetings.

The advantage of using cfg#Xxx_ or cfg#Yxx_ (better than using guns cfg nodes ! (cfg#Mxx_, cfg#Sxx_, cfg#Axx_) ) to place external cargo items on the deck is that, for each loadout, you can place the items in different places and quantity. For example, you can place 20 items of vehicles, or 5 items of airplanes (and not 20 !). Also, you can place misc items at the same time (example: crafts and oil barrels). Everything is possible.
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