So, I thought I understood it, how exactly does ballistics ammo work now?
The ballistics all seem purely unlimited now, with no reloading aspects involved. I saw that in the weapons_data that the Light Machine Gun, just an example, has a value under reload_size but I can't tell how this works in-game.
You probably did, but then I, uh, went and nuked the clips mechanic from orbit. It just seemed too messy for no real gain, considering the original goal here was to simplify things a bit.
(It's still in the game, technically, but none of the weapons make use of it.)
Also, the game doesn't communicate very well which missiles will and will not regenerate. There's not real way to tell any difference between the Salamander MRM and the Harpoon Rack/Single outside of testing them.
For Salamander vs Harpoon, in the tooltip, you can see an ammo count for the Harpoon but not one for the Salamander. For the Pilum (the other not-limited-ammo missile), there's an actual reload rate indicated in the tooltip.
Also, every missile with unlimited ammo talks about it in the short description.
... not that I'm saying these are particularly prominent, though the way the Pilum handles it is probably most apparent, with the reload rate being a visible stat.
It might be worthwhile to convert the Salamander to reload that way, too, instead of being unlimited-ammo-on-a-cooldown. The main difference is how it interacts with Fast Missile Racks - if the Salamander regenerated missile ammo instead of having a refire delay, FMR would not do anything for it. For the Pilum, FMR still works because the Pilum has a higher maximum ammo.
So, then, it might actually be best to up the ammo for the Salamander (and Pod) to something like 2-3 bursts worth, keep the refire delay high, and add ammo regen at the rate of the refire delay or thereabouts. Then we'd get the reload rate in the tooltip, it'd work with FMR, and would otherwise remain about the same. Hm.