| airDetontation |  | bool | 
| airDetonationTiming |  | bool | 
| maxAirDetonationRange |  |  | 
| defaultDetonationRange | VAB Set range |  | 
| proximityDetonation |  | bool | 
| ammoName | Resource Name |  | 
| bulletType | Maps to Bullet Config |  | 
| 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 | 
| 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 |  | 
| 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 |  | 
| onlyFireRange |  |  | 
| 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 |  | 
| turretID |  |  | 
| weaponType |  |  | 
|  | cannon |  | 
|  | ballistic |  | 
|  | laser |  |