Field reference › C1 — Guns
C1 — Guns
Guns (with ammunition). RES id 8; 77-byte record; 12 fields.
See the Getting started guide for how a record like this one is found and edited in the app.
| Field | Name | Means | Limits |
|---|---|---|---|
DiskId |
Id | 16-bit game id, unique across the database (high nibble = annex). 65535 = none. | u16 0–65535Checked: Ids that collide (advisory) |
SurfRange |
Range vs surface | Effective range vs surface targets, tenths of a nautical mile. | u16 0–65535Checked: Nothing where a range is needed (advisory) |
AirRange |
Range vs air | Effective range vs air targets, tenths of a nautical mile. | u16 0–65535Checked: Nothing where a range is needed (advisory) |
Dp |
Damage points | Damage points. A value > 30000 is an id reference into nukes (I1) or torpedoes (F1). | u8 0–255Checked: Points at the wrong annex (blocks export) |
SurfNearPh |
Hit chance vs surface (near) | Probability of hit vs surface within half range (%). | u8 0–255 |
SurfFarPh |
Hit chance vs surface (far) | Probability of hit vs surface from half to full range (%). | u8 0–255 |
AirPh |
Hit chance vs air | Probability of hit vs air targets (%). | u8 0–255 |
MaxAlt |
Max altitude | Maximum altitude band (max engagement/launch altitude). | u8 0–255Alt band |
MinAlt |
Min altitude | Minimum altitude band (min engagement/launch altitude). | u8 0–255Alt band |
ArmorTable |
Armor penetration | How hard the warhead hits armour, on the None/Light/Medium/Heavy/Special ladder (0..4). Selects the row of the target armour class's damage/critical chart; higher penetrates better. | u8 0–255Armor table |
ClassName |
Class name | Class / display name. | 48 bytes |
Spares |
Spares | Reserved padding (zeroed on disk). | 16 bytes |