for Jack and the others: the two hardpoints on the Sabre are already there, but they canot be used because they are not activated in shiparch.ini.
To do it u must replace the folowing lines, on the Sabre(bw_elite2) section:
hp_type=hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type=hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type=hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type=hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type=hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type=hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
hp_type=hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06
with this:
hp_type = hp_gun_special_7, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04
hp_type = hp_gun_special_6, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_5, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_4, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_3, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_2, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
hp_type = hp_gun_special_1, HpWeapon01, HpWeapon02, HpWeapon03, HpWeapon04, HpWeapon05, HpWeapon06, HpWeapon07, HpWeapon08
this declares two more weapons to the Sabre's configuration( HpWeapon07, HpWeapon08), and therefore activates those 2 hidden hardpoints. The same principle aplies to Anubis and Hammerhead, but only one hardpoint can be activated because only one exists in the CMP file...got it?
For example, a HPTurret01 hardpoint exists on the Piranha and Barracuda(and other fighters), but they are not declared in the shiparch.ini, so they can never be used unless u declare them, adding these lines:
hp_type = hp_turret_special_4, HpTurret01
hp_type = hp_turret_special_3, HpTurret01
hp_type = hp_turret_special_2, HpTurret01
hp_type = hp_turret_special_1, HpTurret01
this activates a Class 4 turret HP on the respective fighter. and there are more ships to have these hidden HP's...I will let u dsicover them.
I first realised this when I was fighting against a Barracuda and it fired at me from behind...then i scanned its cargo and saw it had a turret...wich was not supossed to be there!
It's no need to edit the CMP file for that...only the shiparch.ini
If u wanna edit the CMP file u can change some hardpoints(like the HPTurret01, or HPengine01 and HPEngine02) with a hex editor...because this file is in binary format and cannot be saved with notepad or other normal editor.
Any Hex editor works...not just the Hackman, that was just what i had on my hand.