One thing to note:
I have done this exact thing in my mod (
The Mars Effect) and one thing I will tell you to *not* do is to change the PreBuffCooldownTime variable. It will affect game balance (requiring you to also change bank damage, which will in turn affect how much the tech bonuses increasing fire rate and damage affect your ships), and also have a much greater performance hit than adjusting the BurstCount and BurstDelay numbers. It's a major headache overall, and there is a far easier way of accomplishing this:
The best way to set it up is to look at the vanilla PreBuffCooldownTime number (let's call it 5.0 as on the Akkan weapon banks), and divide it by the number you want to use for BurstCount (lets call it 25 right now). You then adjust BurstDelay accordingly to evenly space it out (in this case 0.200000), so what you'd end up with is:
- Even game balance (you haven't made any damage changes thanks to leaving PreBuffxxxx alone.
- A weapon that fires pretty close to what a gatling gun would fire at; adjust upwards as necessary.
Thanks for the info on the PointStaggerDelay, I always assumed that adjusted weapon fx trail variance, this will be quite useful and might explain some thing for my mod.
Oh, and at the OP, for a very nice BS:G effect, go to the Sova .entity file (TECHCARRIER) and modify the second laser bank (left/right) into a medium class autocannon (I believe the Akkan [support] has a bank that you can use as reference), do the aforementioned changes, and see what happens ^.^ You can do it with a Heavy class autocannon, but the fps hit will be slightly higher.
EDIT:
In regards to changing weapon types, the readme for the Sins mod package actually walks you through on how to do this I believe; it's actually pretty easy--even easier if you use an existing template as an example to work from. The main things to watch out for is making sure to define duration(doesn't affect game balance btw), to change the soundfx to the correct one, and to make sure that you're defining the beam stuff at the end rather than the normal weapon trail. Again, it's really easy if you use an existing template as your guide.