Difference between revisions of "Item Database:Ammunition & Charges"
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Revision as of 16:56, 28 March 2010
Everything about loading something into something else. Most commonly about loading ammunition into weapons but many other things as well, including scripts to make certain mods function better in certain areas, mining crystals to mine better, probes for scanning things out. If it can be loaded here is the place to find it.
Please also note that ammunition and charges are the only items that can be present in cargohold of ships, which are placed in hangar bays of other ships like carriers.
Ammunition is what modules are loaded with. The charges get loaded into turrets and fired at the target, the crystals are put in the energy weapons, and the scripts are expended. Charges come in different sizes, types, and damage type. For projectile turrets, the sizes range from small to extra large, and must be loaded to the according size of gun. Also, hybrid turrets cannot fit the ammunition for autocannons and vice versa. Ammunition such as this also includes missiles, which are different in a number of ways. Missiles also come in different sizes, types, and damage types. Sizes are not so much how large but which launcher it was intended for. You could not fit heavy assault missiles in a standard launcher, for instance. Missiles also deal different damage types, such as the missiles for EM and Thermal. Crystals are different because they are not fired. Crystals modulate the frequencies of energy projections onto different wavelengths. Basically they make the beam work. The crystals for energy weapons modulate the weapons onto different frequencies, that may procude thermal, emp, or just extend the range of the gun. Mining crystals modulate the beam of the modulated mining lasers and modulated strip miners onto different frequencies, according to the asteroid you are fitting crystals for. These two types of crystals are not interchangable.