Ok, I got the ship loading again however when testing out the torpedoes, the targeting seems to be off, and on the torpedo readout type it list projectile substitute. the forward torpedo seems to be off as you can see in the pic. How do I fix the targeting so the torpedoes actually hit the target. and I also want to add Quantum torpedoes as well so I can switch between the two types. see image.
https://imgur.com/a/axG0f
That's just the icon, the torpedo launcher itself is functioning normally. The accuracy of the torpedoes is determined by the projectile itself, not the launcher. You get best results by waiting to fire until the crosshair is showing the small arrows on each end (see pic for example).
You're getting "ProjectileSubstitute" because the hardpoint is still only loading a placeholder torpedo, not the standard KM photon. To get the results you'll want, you'll need to edit the following:
Torpedosystem.SetMaxTorpedoes(0, 0)
Torpedosystem.SetTorpedoScript(0, "Tactical.Projectiles.Dummy")
Torpedosystem.SetNumAmmoTypes(1)
We talked about editing the torpedoes a little bit in an earlier post, but I'll refresh real quick. You'll want to change these three lines to the following:
Torpedosystem.SetMaxTorpedoes(0, 100)
Torpedosystem.SetTorpedoScript(0, "Tactical.Projectiles.PhotonTorpedo")
Torpedosystem.SetMaxTorpedoes(1, 100)
Torpedosystem.SetTorpedoScript(1, "Tactical.Projectiles.QuantumTorpedo")
Torpedosystem.SetNumAmmoTypes(2)
Can you spot the differences and see what I did? "SetNumAmmoTypes(2)", since we have two torpedo types loaded. The first torpedo load is indicated with a 0 for the first number on the "SetMaxTorpedoes" and "SetTorpedoScript" line; the second torpedo load is indicated with a 1. If you want a third it would be 2, etc., and you'd set number ammo types to 3 like so. The second number (100) is simply the number of torpedoes you have of that type - change that to your liking for each one.
The "SetTorpedoScript" line is telling is what projectile you want to use and where it is located, in this case for your photons, the hardpoint will look for a script named "PhotonTorpedo" in the scripts/Tactical/Projectiles folder.
Give those a go real quick and let me know how everything is working