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