Sireyn wrote:DrAlex wrote:Wouldn't that duplicated turret have separate ammo? 8 normal missiles and 8 anti-sead seems kinda op
I meant that you could add a second TMountedWeaponDescriptor within the existing turret. Regarding ammo counts, you can assign whatever weapons you want to whichever SalvoStockIndex you want.
When you look inside a TMountedWeaponDescriptor, you will see SalvoStockIndex and SalvoStockIndex_ForInterface. The first one determines which ammo pool it draws from, which is under the Salves on the main WeaponManagerModuleDescriptor. The ForInterface determines the order the weapons appear in the info panel, such as when you look at the unit in the armory or toggle weapons in a match. You can use this to merge or separate weapons, but there will always be a 3-slot limit.
If you wanted to specify the number of anti-SEAD missiles, you would give your new TMountedWeapon its own SalvoStockIndex, then set the Salves. The Salves will multiply with the salvo you have set in the TAmmunition (a missile salvo of 8 and a Salves of 2 = 16 total missiles). If you want to draw from the same ammo pool as the normal missiles, just make sure the SalvoStockIndex's match.
Thanks for the info, I will try a bit more.
But perhaps you can help solve me another mystery?
I tried to increase the range of missiles on planes with no results. I thought it could be because of line of sight, so I increased the altitude of the aircraft, but that only made it worse. To specify - I gave Su-27M a 12km range, and it all shows in armory,but for whatever reason it feels like it uses old 3.5km value still.