Centurian's Guide to Guns

Want to improve guns for FA?  I can see why, they suck!  The M61 and GSh-30-1 are terrible misbuilt in the default FA and many upon many LIBs enhance guns.  My Game Remod LIB series and future LIBs all incorporate my gun system which I have explained below.

There are a few parts...first is the FIRING INFO in the toolkit:

Quantity of Projectiles in Pod: A
Actual Rounds per Game Round: B
Delay Between Game Rounds: C
Game Rounds in a Single Burst: D
Game Rounds in a Carpet Burst: E
Reload Time Between Bursts: F

A: This is the amount of projectiles you have.  For an internal gun, set this to 0 and then set the quantity in the hardpoint data to the # of bullets that the aircraft carries.  For pods, this is where you'd enter in the # of bullets in the pod.  For the ADEN it could be 150, Suu-16 it is 1,200, so on and so fourth.  Any value above 255 has to be done in the JT file.  To do this, place in the number of 57 and save the JT file.  Open the JT file in your text viewer or whatever you use, find 57 and replace it with the value you want.  

B: These are the actual rounds that are in the hardpoint.  If you set this to 2 then each trigger pull will remove 2 from the quantity.  If you hardpoint quantity is 200 then after the first trigger pull, you'll have 198.  This counts as 1 round for the damages so if your damage is for 20 on aircraft then it means that this will still be 20, because it counts as 1 hardpoint round.

C: This is done in 1/4 of a second so a value of 4 will be 1 second.  The lower the number, the faster the firing.

D: This is where the damage comes into focus.  This is the number of bullets you have per trigger pull.  So for the M61, I like to set it as 6 because there is 6 barrels.  This is mainly where I use barrels, so revolver types, I'll give a value of 1.  If you set this to 1 and you have for aircraft, a damage value of 20, then if you squeeze the trigger twice then 2 bullets will fire and get a damage value of 40.  Where as in 'B' 2 bullets will only do 20.

E: For the carpet burst, this is for aircraft that you set to Do Carpet Bombing.  

F: This is the amount of time, again in 1/4 of a second, that it takes to reload the next round.  The lower the value, the faster your gun will fire.  I use a system of dividing the mm by 10 and rounding.  So 20mm divided by 10 is 2 so I'll place in 10.  27mm would be 2.7 so that makes it 3.

Now for the damage, I am going to give my damage system and base the below on them.

Shell Aircraft Ship Structure Armor Other Target
Armor Piercing mm x .95 mm x .1 mm x .35 mm x .5 mm x .95
High Explosive* mm x 1.4 mm x .2 mm x .7 mm x 1 mm x 1
Machine Gun mm x .5 mm x .04 mm x .2 mm x.25 mm x .5

*Damage Radius = 5 ft at 50
**mm is milimeter

So for a 20mm AP shell the values would be: 
AC: 19    SH: 2    ST: 7    AR: 10    OT: 19

The values increase proportionally as the bullet size increases.  Remember to convert calibur to mm.  Calibur is based on inches and .50 calibur said as "Fifty-Calibur" is actually 12.7mm.  1 calibur is 25.4mm.

My damage system is based for bullets for part 'D' in the above.  I'll use the M61 for the example.  I have 'D' set to 6 for the amount of barrels so I would multiply each damage value by 6 giving the below:
AC: 114    SH: 12    ST: 42    AR: 60    OT: 114

That is per trigger pull, which is 6 bullets.  So if the aircraft is loaded with 600 rounds, that would give 100 trigger pulls.  

Finally, below, is my example of the M61 from my LIB.  I know it is not as fast firing as it should but this is how I have it set:

A: 1
B: 6 
C: 0
D: 6
E: 12
F: 2 

This LINK takes you to a table of aircraft cannons with data.  This is excellent for weights per shell, barrels, muzzle velocity, etc.