To answer your question:DrBullwinkle wrote: We discussed this recently.
1) Why do you want to change weapons and equipment? What changes would you make?
2) Even if you could choose weapons, that would not help you with having two sets of weapons. Under what conditions would you ever want to swap weapons on a fighter?
3) The choice of weapon doesn't matter much to fighters. SHIELDS matter; not weapons.
Theoretically, I could allow customization in the t file, as with bombers. But I have other things on the To-Do List. Which brings us back to question 1: Why do you want to do it?
1) The main reason is compatibility of your script with anything that changes weapons and/or equipment in general and for the foreseeable future. This way you wouldn't have to adapt your script to any popular mods already existing or yet to come. As an additional bonus being able to choose the layout of guns+equipment let's your drones adapt to any play-style such as setting up individual carriers with drones with ion guns just to suppress shield for the sole purpose of boarding/pirating; or having slow speed high damage weapons when you have a specialized carrier just for anti-capital ship killing.
Maybe someone will adapt or write something similar to MARS which will make your drones function as missile defence (like goblins) or selective loot collection (with specific software/hardware requirements) etc. (just a few examples)
2) Well actually CODEA has a weapon swapping part where it chooses mainguns/turret before launching fighters depending on the target. So if it's sending fighters to kill fighters it will mount fast speed guns instead of slow ones for bigger targets. Also some scripts such as smart turrets, will handle maingun weapon swapping significantly increasing the effectiveness of fighters. IF you haven't tried this yet you're in for a nice surprise!
Also consider that (maybe in the future) it might become interesting spawning M6's such as from those carriers which have slots (terran carrier can't remember the name) for them or even weapon platforms. In this case choosing the weapon layout becomes even more important.
3) I can agree with you to a certain degree, it's true that functionally it doesn't really matter since your objective is automatic carrier defence yet your script is laying the groundwork already now for very popular scripts to function way better. Therefore flexibility ensures this function also for future mods without you having to "adapt" it every time. Also the beauty of X games is that there is no "right" way to play them thus many unique strategies emerge (hence one of the reasons X:R is in such poor shape).
I sincerely believe that adding this kind of flexibility to your script will ultimately reduce the amount of maintenance work you will be doing while increasing compatibility with other mods people currently use and will use in the future. Your script deserves this kind of longevity since it really is becoming a "must have" along with other very popular scripts/mods. Just my 2 cents