1.2 Part Configuration - BrettRyland/BDArmory GitHub Wiki

ModuleWeapon
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
heatPerShot Heat imparted to weapon by shell firing
heatLoss Heat radiated/lost by the weapon in use
shellScale Used to determine visible ejected shell scale, only needed in a cfg if a shellEject transform has been fitted in unity
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
roundsPerMinute Weapon firing rate
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
maxEffectiveDistance Being the distance at which the shell causes most damage or penetrates furthest
maxTargetingRange Often exceeds Max effective by a couple of KM in the case of turreted weapons
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
Laser Specific Settings
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
Rocket Specific Settings
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
ballistic
rocket
laser
MissileLauncher / MissileBase
missileType
missile
bomb
torpedo Only Targets SLW(Surface/Splashed or underwater)
depthcharge Only Targets SLW(Surface/Splashed or underwater)
homingType
AAMLead
AAMPure
AGM
AGMBallistic
Cruise
BeamRiding
targetingType
Radar
Heat
Laser not available for Terminal
gps not available for Terminal
antirad
terminalGuidanceType Same as above targeting types, used in final phase of flight
terminalManeuvering true/false triggers terminalGuidanceType
activeRadarRange
maxOffBoresight
lockedSensorFOV
thrust Boost thrust
cruiseThrust
cruiseDelay introduces pause between boost cycle end and cruise cycle start
cruiseAltitude
boostTime
maxTorque Maximum turning torque available
maxAoA Maximum angle of attack of any turn
decoupleSpeed Speed at which missile is ejected from launcher
maxTurnRateDPS Maximum turn rate limited by MAX AOA
blastRadius deprecated except in case of rockets
blastPower deprecated except in case of rockets
agmDescentRatio
radarLOAL Radar Lock After Launch
DetonationDistance Detonates missile before impact, 0 overrides check
ModuleRadar
scanRotationSpeed
showDirectionWhileScan
minSignalThreshold
canLock
canRecieveData
canTrackWhileScan
rwrThreatType
SAM = 0
Fighter = 1
AWACS = 2
MissileLaunch = 3
MissileLock = 4
Detection = 5
Sonar = 6
Torpedo = 7
Also see page "Radar configuration (NEW)" for more detailed information about the upcoming new radar system.
BDExplosivePart
tntMass yield of explosive by kg of tnt string
warheadType type of explosive ContinuousRod
ShapedCharge
caliber shaped charge caliber float
apMod armor penetration depth multiplier float