I am not sure how this would be done programming-wise, but many RL CIWS systems mix tracer rounds into their loadouts, and I haven't been able to find an easy, intuitive way to set that up (IE 1 tracer ever 5 shots) or further stagger kinetic and explosive (or anti-munition) rounds. Something that makes this easier would make me happy.
#An easier way to tell APS cannons which order to take from magazines.
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All for it, And this shouldn't be too hard as such a system exists in-game(takes rounds from autoloaders in the order they were placed, I think), but any difficulty in implementing this might rather come from a game balance issue, as this would be understandably pretty powerful(send A tracer, 2 KD's, and then a few raw HE in quick succecion and you increase the "Real" power of railguns by a LOT)
Yeah but no, beause as you said it's something that's already possible, if you have the patience for it
no, aps guns take rounds from loaders in the order they are connected to the gun, while you are building this is the loader they are placed, after you reload the craft this is always the same order and its which loaders are closest to the firing piece
this is possible and people do it already, you can look at the gt kobold for an example of tracers mixed into normal rounds
you do this by setting the intakes of 1 or more loader clusters to different shells
a more obvious way of knowing which loaders are taken from first would be nice but as of now you can just use the "access intakes" and "next intake" buttons in the aps q menu to go through loader clusters in the order they are connected to the firing piece
SD D.O.M.I.N.U.S is an even more extreme example of this as its gun fires a party mix of apheat, aphe, apfrag, and disrupter-smoke-tracer shells