@belthazar, on Aug 23 2006, 09:25 PM, said in Number of ships in bay..?:
You can use whichever you like. Typically, the MaxAmmo field of the wëap resource is used when the ammo is stored only within the weapon, as is the case for fighter bays, while the oütf resource's Maximum field is used when the ammo is stored in a separate magazine (and hence you can max out on ammo regardless of how many of that weapon you have).
I can see how that might be useful from a balance standpoint, but from a conceptual point of view, I never really understood that. Why can't I buy more than one magazine if I have the space?
You can also accomplish both. I'm getting a little off-topic here, but...
You can make the ammo take up mass. This can be a problem if your ammo represents small projectiles that wouldn't nearly be one ton apeice.
So, if you wanted to represent 10 rounds to the ton, what you would do is make the burst count 10, and flag 'use ammo at the end of burst'. Then a point of ammo won't be deducted until you fire 10 of them. This way, you can hold as much ammo as you can fit in your ship, without requiring each ammo item be huge. It can be helpful to name your outfit "Pellet Round (x10)" or something, so it shows up as "4 Pellet Rounds (x10)"
Also note, the Nova will track these fractions of an item even if you land on a planet, or warp into a new system.
Another way, is to look at this post on how to keep ammo in storage. You can even add a property to limit the player to only loading one outfit of ammo at a time if necessary. In the linked example, you would have outfit 129 also ModMax outfit 128, and give the weapon a max ammo property of 1. This way, you won't be able to pull a new ammo box out of storage until you use up your current box.
This post has been edited by Desprez : 25 August 2006 - 05:05 PM