i think its not in the actual infocard of each weapon, but - what type of weapon are they? - are liberty turrets laser based? rheinland turrets plasma based etc? - is the cerberus a plasma projectile and what is the nomad turret - laster based?
another thing - is it hardcoded that missiles do splash damage instead of beam damage? since the missile damage turns out to never to the damage it is intended to do, can they be switched to a simple beam damage like any other weapon, once they "explode" ( don t know if we really need the splash damage area of effect anyway on them )
and is it possible to create fighter missile turrets? - would give those underused backfire turrets more use maybe. and what are the arguments against fighter missiles that do not use ammo, but instead energy and have a low refire rate ( like the nova or slower - so they can t really be spammed into a fight, but still act like support weapons )
I think Jinx was simply asking to have no-ammo missile turrets for fighters, just like we have for capships.
Rear-arc turrets on fighters are useless, so I can see why she is asking about this.
"To gain a hundred victories in a hundred battles is not the highest excellence;
to subjugate the enemy's army without doing battle is the highest of excellence."
It is possible, but it has some strange coding requirements. When I spent some time with some developers on another mod I overheard them talking about this. I am not very well versed in FL code at all so some of it was greek to me, but one problem I did pick up on was missile capacity. Apparently the amount of ammo you can store is a global thing. (IE. every ship could hold only 70 of each ammo type) So they could not give the cap ships enough ammo without unbalancing the fighters. The mod has since shut down due to inactivity so I don't know if they ever solved that problem or not.
It is not hard to make weapons consuming ammo. Just an exchange of the responsible entry in the weapon_equipment.ini.
Also you have to create a new type of ammo, code it in the IDS info system, make a new infocard and the ammo purchaseable from the equipment dealers.
The problem is the amount of ammo. This value of current 70 for each type of ammo is stored in the constants.ini. Every value in the constants.ini is used for the whole game. Cruise speed for example.
Normally it should be possible to type them. Me never was gone so far. So i don't know which entry in which *.ini will cause the effect from different weapon types to different shield types.