ammunition weight

is it possible to make missiles/ammunitions weigh less than one ton? (0.5, 0.03 etc)

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Quote

Originally posted by dorrus:
**is it possible to make missiles/ammunitions weigh less than one ton? (0.5, 0.03 etc)

**

No way to make anything weigh 0.x

You can remake your whole base of mass numbers with a extra 0 and have a imaginary . but thats it.

Like fighter with 10 tons space and want .5 ton rockets.
Make 100 ton fighter with 5 ton rockets. I think you are able to rename "tons" to some other unit.

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oh, you can rename the mass unit?
hmm.... i guess i'll make everything in hectograms or dekatons, if neither of them even exists. 🙂
thanks for the tip.

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My parents died in Roswell incident.

Quote

Originally posted by dorrus:
**oh, you can rename the mass unit?
hmm.... i guess i'll make everything in hectograms or dekatons, if neither of them even exists. 🙂
thanks for the tip.

**

Or change them to pounds and use higher numbers. This could cause problems when you start loading weapons on capital ships, though.

Matrix

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You could use the "multiple ammo" technique. The "use ammo at end of burst reload" is a helpful little feature. Of course, you wouldn't be able to buy the ammunition in single sets, but still...

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Or change them to pounds and use higher numbers. This could cause problems when you start loading weapons on capital ships, though.

That could be. Once I made something similar, a big ship with weapons for about 6000 tons, in the end, whenever I tried it the ship had no free mass, while it was supposed to have still some 200 tons free.

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I used to have an image of changing the tons, but damn Angelfire (I was using it for remote linking) disabled my account for violating the terms of service.

Anyhow, ton and tons are the first two strings in the "Misc. Strings" STR# resource.

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Something I've tried is to use a third "Storage Bay" outfit.

I would have the ammunition itself set to a certain maximum (For this example, 15); then I would set the weapon outfit to have an extra outfit of type 27, to multiply the max ammunition. Then, there would be a third outfit with just the type 27 set, and a mass of 1 ton (The Ammunition Storage Bay).

So for each launcher, I could automatically carry fifteen units of ammunition. After that, I would need to sacrifice one ton for every fifteen ammunition. This extra ammunition would effectively weigh 1/15th of a ton.

So, for one launcher, I could carry fifteen ammunition.
For two launchers, I could carry thirty.
For two launchers and two "Storage bays," I could carry sixty ammunition.

Unless you know you're going to be using up to the maximum outfit types available, this should be useful for you. The only other problem is having to clear out all your ammunition everytime you sell a single launcher.

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wow, great idea. thanks a lot guys.
im currently trying to make a plugin that makes all ammos cost at least some weight, thus making capital ships a bit more powerful. this way, player-controlled vipers won't be able to carry 200 IR missiles on board and still have room for other weapons.

btw, is it possible to make certain outfits be avaliable for certain type of ships only?
(i.e. making EMP torpedos not avaliable for fighters/medium ships or preventing capital ships from using fighter-only weapons)

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My parents died in Roswell incident.

Quote

Originally posted by dorrus:
**btw, is it possible to make certain outfits be avaliable for certain type of ships only?
(i.e. making EMP torpedos not avaliable for fighters/medium ships or preventing capital ships from using fighter-only weapons)

**

Sure, just set a require bit on the outfits and a corresponding contribute bit on the ships you want to be able to have it.

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thanks.

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My parents died in Roswell incident.