That's a bit heavy optimization, isn't it?
not quite, there's just 10 torpedo/pulse types for about 35 ships

most of them call a single B/W texture, and the color is done by code.
also, in the middle of a fight, who's gonna stay looking at the shot you just fired to see if it's a torpedo or a disruptor? from the player's POV, they're all sphere-ish.
having just 4 races to mod, it's not that hard anyways
EDIT: well, I'm surprised it worked.
cutting the hell out of them except a single texture for each torpedo. that's up to 4 textures to create some 15 torpedoes and bolts for all the races.
in the test field, with the same amount of ships and battle frenzy, there's noticeably less lag. so, I think I'm done

another Q: I get the "No module named PhotonTorpedo" error at the console.
that's ok, because I actually removed PhotonTorpedo.py from the folder. the problem comes when I try to change
kSpeciesTuple = ---
---
(PHOTON, "PhotonTorpedo"),to
kSpeciesTuple = ---
---
(PHOTON, "whatevertorpedo"),being it my modded torpedo.
it just freezes QB at start