Before 2.6 it was possible to reconfigure weapon groups. If you want to fly mixed, this is a very good way to conserve ammo while keeping your repeaters on target.
For example, with a Delta I would set 2x CF117 Badgers repeaters in weapon group 1, 2x 9-Series Longswords in weapon group 2 and the rockets pods in weapon group 3. This way I can save Longsword ammo when not necessary and keep the Badgers from a long distance on target.
With a Super Hornet I would set the S3 wing weapons and the S3 nose weapon in weapon group 1, the turret weapon in weapon group 2.
In 2.6 this isn't possible anymore, only 2 weapon groups left instead of 4 weapon groups, in HUD you can add weapons to a weapon group but you can't remove them from a weapon group. This limits the weapon configuration and costs valuable ammo.
While flying the Delta, I noticed that you can use certain weapons selectively. If you fire a weapon, release the trigger and immediately start firing again, not all weapons will fire.
For the Delta this means that you can switch from all 4 weapons to 2 weapons with a quick trigger trick: pull the trigger, release and quickly pull the trigger again. The Badgers will keep firing while the Longswords aren't firing. By doing the same trick again, the Longswords and Badgers both will fire.
The Warlock also has a weapon group problem. Because the EMP puls is fired with weapon group 2, the Tigerstreik and the 2 wing weapons will shoot together, costing a lot of Tigerstreik ammo. For the Warlock the trigger trick unfortunately works the wrong way. You can enable and disable the wing guns with the trigger trick.
My favorite Super Hornet loadout, 3x Mantis GT-220 and 2x CF-117 Badger repeaters on the turret, also depends on weapon group configuration. In 2.6 the S3 wing guns are in weapon group 1, the nose gun and turret gun are in weapon group 2. I can add the nose gun to weapon group 1, but it still will spill valuable ammo while using weapon group 2. For this problem I also found a good solution.
First I add the nose gun to weapon group 1, pull trigger 1, pull trigger 2 and quickly release trigger 1. The 3 Mantis will spin up, the 2 Badgers will start shooting and the nose gun, my 3rd Mantis will stop spinning up when I release trigger 2.
For example, with a Delta I would set 2x CF117 Badgers repeaters in weapon group 1, 2x 9-Series Longswords in weapon group 2 and the rockets pods in weapon group 3. This way I can save Longsword ammo when not necessary and keep the Badgers from a long distance on target.
With a Super Hornet I would set the S3 wing weapons and the S3 nose weapon in weapon group 1, the turret weapon in weapon group 2.
In 2.6 this isn't possible anymore, only 2 weapon groups left instead of 4 weapon groups, in HUD you can add weapons to a weapon group but you can't remove them from a weapon group. This limits the weapon configuration and costs valuable ammo.
While flying the Delta, I noticed that you can use certain weapons selectively. If you fire a weapon, release the trigger and immediately start firing again, not all weapons will fire.
For the Delta this means that you can switch from all 4 weapons to 2 weapons with a quick trigger trick: pull the trigger, release and quickly pull the trigger again. The Badgers will keep firing while the Longswords aren't firing. By doing the same trick again, the Longswords and Badgers both will fire.
The Warlock also has a weapon group problem. Because the EMP puls is fired with weapon group 2, the Tigerstreik and the 2 wing weapons will shoot together, costing a lot of Tigerstreik ammo. For the Warlock the trigger trick unfortunately works the wrong way. You can enable and disable the wing guns with the trigger trick.
My favorite Super Hornet loadout, 3x Mantis GT-220 and 2x CF-117 Badger repeaters on the turret, also depends on weapon group configuration. In 2.6 the S3 wing guns are in weapon group 1, the nose gun and turret gun are in weapon group 2. I can add the nose gun to weapon group 1, but it still will spill valuable ammo while using weapon group 2. For this problem I also found a good solution.
First I add the nose gun to weapon group 1, pull trigger 1, pull trigger 2 and quickly release trigger 1. The 3 Mantis will spin up, the 2 Badgers will start shooting and the nose gun, my 3rd Mantis will stop spinning up when I release trigger 2.