OK, I have what is probably the biggest announcement of this mod since the inclusion of the Wing Commander Saga ships.
The ammunition system works.
This changes, well... everything. To explain, I just did a cycle with the following steps, in an unscripted environment, meaning it would work in any skirmish, with any ship correctly modified to do so:
1) The Thunderbolt VII takes off from the Confed HQ.
2) It goes to its target.
3) It drops a number of torpedoes, and after each drop, a special bar decreases until it empties completely.
4) At that point, the Thunderbolt VII is completely unable to drop any other torpedo but can still fight properly.
5) The fighter lands back on any unit capable of receiving bombers.
6) The ammunition bar gets replenished automatically as it finishes docking.
7) Repeat from Step 1, as the fighter can once again drop torpedoes.
I will work on an additional script to automatically give a return to base order to the emptied bombers, but... it works. That means I can finally give each bomber craft its canon amount of torpedoes, which will all be as potent as the others, instead of having a Longbow's torpedoes more powerful than a Thunderbolt's as balance. As soon as I get the secondary script working, I intend to shift all the factions to this new system, which will finally give carriers their proper role in Wing Commander, through fuel and ammunition management systems. If you go back in this thread, you will see how I intended for that since the very moment I put my hands on czacen's creation, and after dozens of hours of coding over almost a decade, it worked simply because of a weird bug someone reported to me. Quite symbolic, I'd say: we devs cannot do anything without the people on the other side. So, thanks for all the support here, on Steam and elsewhere, people!
As for the system's first integration, well... you will see it really soon in an update to the Single Player Demo Mission, with the Thunderbolts getting the new code.