AuGuR wrote:paulwheeler wrote:If you're talking about the extra coloured tab on the weapon compatibility list that doesn't seem to signify anything, this is an issue I've not been able to work out. Its purely cosmetic and hardly noticeable.
As far as weapon (and missle) compatibility goes, there's two places it's configured : TShips and TCockpits.
TCockpits holds the overall "weapons systems" categories, while TShips actually assigns what can actually be put on in the ship in game, tho restricted by the TShips.
IOW :
TShips compatibility shows Cluster Flak, but not Phased Repeater Gun.
TCockpits has an assigned category from SG_LASER_ARGON_LIGHT which includes both the Cluster Flak and Phased Repeater Gun.
With this setting, only the Cluster Flak will be mountable on the ship in game.
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Missiles appear to be a different animal, as their setting relies solely on what's in the TShips compatibility list.
I'm afraid that is not how it works at all (and believe me, I'm extremely well versed on how weapon compatibilities are set).
TShips will only set weapon compatibility on turrets with a viewport set to "SS_COCKPIT_DEFAULT". As soon as you set it to another viewport TCockpits takes over. Tships absolutely does NOT override TCockpits.
If I add a subtype with more than one weapon on, both weapons will be compatible unless masked by ship ware size compatibility. Its this "feature" that the entire XRM weapon structure is based on (as is the vanilla khaak and aldrin weapons as they are all on a single subtype).
So adding "SG_LASER_ARGON_LIGHT" to the main guns or a TCockpits entry will indeed add both the PRG and the CFA to the ship, unless the ship does not have XXL ware compatibility, in which case you will not see the CFA.
Also, TShips weapons compatibility is set using subtypes too in the same way as TCockpits, so its impossible in the XRM to just give a ship CFA compatibility. All you can do is add both and mask the CFA using ware size compatibility.
With the XRM, the vanilla subtypes go out of the window as I have completely rearranged them. They are no longer descriptive of the weapons that are there.
Missiles are set in exactly the same way, except solely in TShips.
But trust that the XRM weapon compatibility settings are 100% correct and there are no problems whatsoever.
(except for there being one annoying coloured tab in the compatibility list which occasionally appears and doesn't seem to be linked to a weapon of any kind - its just there and is just cosmetic and I think is a vanilla bug which is appearing because I utilise just about every subtype in the game. Its this that the original poster was referring to, I think).