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Weapons and stores

Stations

Each Station has:

  • a unique Station Id (keep these the same across the whole aircraft family)
  • a Station Point
  • masses split into Hardware (always there), Adapter, Payload (the removable weapon), Container Tare and Consumable (ammo)
  • optional drag areas
  • reaction per round (Recoil Impulse Per Round Ns, in N·s), see below

Reaction per round

This gets applied along the reaction PointInfo's backward axis every time a round leaves:

Weapon type Sign Example Why
Guns Positive, pushes the aircraft backwards 7.62 mm belt round ≈ 10 The gun fires the bullet, so the recoil goes into the mount.
Rockets and missiles Negative, a small forward pull 2.75 in Hydra 70 ≈ −20 A rocket pushes itself. Its motor thrust never reaches the aircraft, the only reaction is the bit of friction as it slides out of the tube or off the rail.

Don't put a big positive number on rockets. Treating a rocket like a bullet makes the kick way too strong. Use Recoil Transmission below 1 for soft mounts like pintle door guns, and Recoil Damping Tau to smooth automatic fire into a steady push.

Reaction Aim Source sets which way the reaction goes:

  • AUTHORED_POINT for fixed pods and pylons (the reaction point's backward axis)
  • MUZZLE_TRANSFORM or WEAPON_ENTITY for guns that move around (door guns, chin turrets)

Rearming doesn't need anything from RFM. Station mass just follows the weapon's round count.

Tracking live ammo

Pick the station's Source Type:

Source Type Use it when Set
SLOT_MANAGER_WEAPON (default) The weapon sits in an entity in a named SlotManager slot (vanilla door guns, pod carriers) Vanilla Slot Name (like GunnerLeft) and Weapon Slot Index
AIRCRAFT_WEAPON_SLOT The gun is a WeaponSlotComponent on the aircraft itself. Weapon mods like WCS mount guns this way. Weapon Slot Index (the component's own slot index)
MOUNTED_STORE_ENTITY A script spawns the pod or rail and attaches it to the aircraft, with each rocket or missile attached to one of the pod's slots (WCS pods and missile rails) Mount Point (where the pod attaches, leave it empty to use the station point) and Mount Search Radius if you need it

All three only read base game stuff, so a weapons mod never has to be a dependency of RFM.

If a station doesn't bind, the [RFM-STORE] BIND FAILED line lists everything it could find: slot names, the aircraft's weapon slot indices, or every loaded pod and where it sits.

The Huey armed and gunship prefabs are full SLOT_MANAGER_WEAPON examples (stations 0/1 door guns, 2/3 mounts, 4/5 rocket pods). The RFM AH-6M compatibility mod uses the other two with WCS.

Don't count installed weapons in both Empty Mass and a station, or they'll get counted twice.