fireTransformName |
Name of bullet spawn transform |
string |
muzzleTransformName |
Name of muzzleFX transform |
string |
shellEjectTransformName |
Name of shell eject transform |
string |
hasDeployAnim |
Weapon has deploy animation? |
bool |
deployAnimName |
Deploy anim name |
string |
hasReloadAnim |
Weapon has reload anim? |
bool |
fireAnimName |
Name of firing anim |
string |
ammoName |
Resource Name |
string |
bulletType |
Maps to Bullet Config. Configure multiple allowed ammo types for the weapon using semicolons, e.g. ammoA; ammoB; ammoC; |
string |
bulletDrop |
Fired bullet obeys rules for drag and gravity and flies a ballistic path, Very evident in large caliber marine type turrets |
bool |
bulletDmgMult |
Multiplier to adjust damage per Weapon. This allows for turrets and weapons of the same caliber sharing a single bullet type, to be configured to deal very different levels of damage, perhaps to reflect different historical time periods |
float |
BeltFed |
if true, weapon feeds from ammo box, if false, an internal magazine |
bool |
RoundsPerMag |
Number of shots before the weapon reloads |
integer |
ReloadTime |
Time in seconds to reload weapon |
float |
BurstFire |
Weapon will fire RoundsPerMag number of shots per trigger pull |
bool |
crewserved |
If true, weapon requires crew capacity and a kerbal to crew it |
bool |
maxHeat |
Maximum heat of weapon before shutdown |
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heatPerShot |
Heat imparted to weapon by shell firing |
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heatLoss |
Heat radiated/lost by the weapon in use |
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shellScale |
Used to determine visible ejected shell scale, only needed in a cfg if a shellEject transform has been fitted in unity |
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hasRecoil |
Determines if the craft will affected by the recoil of the mounted weapon, default is true, however there are certain cases in which heavy recoil is to be avoided, aircraft cannons for example |
bool |
recoilReduction |
multiplier to reduce recoil |
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roundsPerMinute |
Weapon firing rate |
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maxDeviation |
Error percentage of degree per meter 0.20 to 0.35 would be accurate and appropriate for small caliber modern weapons. Artillery should use a range between 0.34 and 0.45 with the lower end of the scale being for modern weapons and the upper for WW2 type turrets |
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maxEffectiveDistance |
Being the distance at which the shell causes most damage or penetrates furthest |
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maxTargetingRange |
Often exceeds Max effective by a couple of KM in the case of turreted weapons |
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impulseWeapon |
Does the weapon deliver impulse instead of damage on hit? |
bool |
Impulse |
Amount of impulse delivered per hit if impulseWeapon is true |
float |
graviticWeapon |
Does weapon increase mass of hit part? |
bool |
massAdjustment |
Amount (in tons) to increase hit part by if graviticWeapon is true |
float |
tracerLength |
Length of bullet tracer |
float |
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Laser Specific Settings |
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laserDamage |
Base damage per second |
float |
pulseLaser |
sets laser to be a pulse laser instead of a beam laser. Also changes laserDamage to damage per shot |
bool |
HEpulses |
Laser acts like a HE bullet and explodes at hitpoint |
bool |
HeatRay |
Laser adds heat to part instead of damage |
bool |
electroLaser |
Laser deals EMP damage instead of HP damage |
bool |
projectileColor |
Color of laser beam. Bullet tracer color set in bullet config |
string |
tracerStartWidth |
Width of laser beam. Bullet tracer width set automatically based on caliber |
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Rocket Specific Settings |
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rocketPod |
does the weapon have rocket submodels (e.g. Hydra70 pod) |
bool |
externalAmmo |
If false, weapon is a rocket pod, if true weapon draws ammo from external source, e.g. gyrojet gun |
bool |
weaponType |
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ballistic |
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rocket |
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laser |
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