Stratsims HC Platform Editor

Field reference

Every field of every annex, generated from the editor's own codecs at build time — a field's meaning and limits here are the ones the editor itself enforces.

Never opened the editor? Start with the Getting started guide — this page is a lookup for once you're in it, not a walkthrough.

Browse the field index — every field name across all 16 annexes, alphabetical, with a link to each annex that has it. The question it answers: which annexes have MaxAlt?

Hit a Checked: pill on a field? The Check reference says what that family means, what triggers it, whether it blocks an export, and how to fix it. For the limits that are not about one field — array capacities, magazine contiguity, the damage-point overload — see Limits and capacities.

The id scheme. Every id is 16 bits. The top four bits (bits 15..12) name the annex, and each annex owns the window flag*4096 .. +4095 shown below. A field asking for one of these ids is asking for a number in the target annex's window; 65535 (0xFFFF) always means "none" and is never a real record. See Limits and capacities for the full window table alongside every other structural limit that is not per-field.

CodeAnnexKindRES id Record sizeID window
A1 Ships and land units Ship 5 196 bytes 0–4,095
A2 Submarines Sub 6 140 bytes 4,096–8,191
B1 Aircraft Plane 7 189 bytes 8,192–12,287
C1 Guns Gun 8 77 bytes 12,288–16,383
D1 Missiles Missile 9 85 bytes 16,384–20,479
E1 ASW weapons ASW weapon 10 76 bytes 20,480–24,575
F1 Torpedoes Torpedo 11 82 bytes 24,576–28,671
G1 Ordnance Ordnance 12 72 bytes 28,672–32,767
G2 ECM ECM 13 70 bytes 32,768–36,863
I1 Nuclear warheads Nuke 14 23 bytes 36,864–40,959
J1 Radars Radar 15 71 bytes 40,960–45,055
M1 Sonars Sonar 16 74 bytes 45,056–49,151
P1 Bases Installation 17 134 bytes 49,152–53,247
Y1 Loadouts Loadout 18 34 bytes 53,248–57,343
Z1 Mounts Mount 19 82 bytes 57,344–61,439
Z2 Multi-mounts Multi-mount 20 30 bytes 61,440–65,535