How would you load a gun then? Loading crafts with 56 bullets for weapon A, 34 for weapon B, 512 for your 6 weapon Cs would be tedious too.
Simple. After the battle do this:
1) Count the bullets of the same clips and create a sum etc the 30 bullets per rifle clip, lets say we have 4 clips in the craft inventory so that would be 120 bullets.
This will be counted weanever a clip enters the stores or craft inventory and stored somewhere in the memory of the game (not a programmer here).
2) After the battle the game would count bullets remaining and assing them to clips according to their storage. Lets say we used 50 bullets. We had a tottal of 120 pre battle, that means 120-50 =70 bullets. 70 Bullets mean 2 and 1/3rd clip.
3)So in other words we have two clips remaining.
"Oh and whats the difference oh mighty smartass Pilot00 from the system we use now?" Simple. We used those 50 bullets from all the clips we had on hand, and got two full clips back. If we used the vanilla system we wouldnt get anything back. Think of it the way they do clip refills in the army, they gather the bullets remaining and repackage them. So you dont have magically missing clips or magically appearing clips (with % values).
"And what will happen to the 1/3rd clip remaining Pilot00?Wont this magically be lost?"
Well we can remove the random factor by making it as such: 1/3rd of the clip remaining = lost clip.
2/3rds remaining = full clip.
After all in most modern rifles the first few rounds (in peace time at least) are just the casing (I Dont know the english word).
"But its not peace smartass". I know we can all pretend those "wasted bullets" are the trajectory rounds each mag has in.
Ok I am done arguing with myself. Confused you enough?
IDK If its possible from a code perspective.