However, we now have the interesting option of removing a missile if the external pylon is shot, plus I've got the feeling we might want to differentiate between missiles & various pods/mines...
To do all that we'd need
2 script associated to missiles subents:
- when missile is launched, one subent gets moved inside the ship's frame
- when a missile subent is shot, remove missile associated to it, recreate the subent, and move it inside the ship's frame
2 external pylon models:
- generic missile shape, to represent various missiles, plus various skins - aka materials - one for each missile type
- generic payload shape, with skins for various mines & assorted external equipment pods
It all sounds doable, if 'a bit' of work!
