Ok, a reinstall fixed the crash, but now I got a problem with my primaries.
I'm trying to implement balistic primaries, and everything runs fine, mission boots up, etc, etc. Only problem is, in the weapons selection screen, the gun I'm trying to put in is not available to be selected (20MM)! However, the Maxim that I also put in
is available.
So, I hop into the mission loaded out with the Maxim and the 20MM (I had made it default in the mission, even though it wasn't allowed).
But in the mission, I can't fire the gun! I get an out-of-energy sound, and I can't fire

And I put the energy requirement to zero, yet the Engine and Weapons energy bars are still there.
Here's the entry for the ship I'm modifying:
-----------------
$Allowed PBanks: ( "WT20MMCannon" )
$Allowed Dogfight PBanks: ( "WT20MMCannon" )
$Default PBanks: ( "WT20MMCannon" )
+Pbank Capacity: ( 2000 )
$Allowed SBanks: ( "Rockeye" "Tempest" "Harpoon" "L Range Missile" "Infyrno" "Fireworks" "Hornet" "Tornado" "S Range Missile" "M Range Missile" "Reflex Missile" "TAG-B" )
$Allowed Dogfight SBanks: ( "Rockeye"" )
$Default SBanks: ( "Rockeye" )
$SBank Capacity: ( 30, 10 )
------------------
And here's the entry for the cannon:
----------
$Mass: 0.2
$Velocity: 450.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.6 ;; in seconds
$Damage: 40
$Armor Factor: 1.1
$Shield Factor: 0.0
$Subsystem Factor: 0.35
$Lifetime: 2.0
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 1.0 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 79 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Rearm Rate: 0.0
$Flags: ( "player allowed" "ballistic")
$Icon: iconPromR
$Anim: PromR
$Impact Explosion: none
$decal:
+texture: bullethole.pcx
+radius: 1.5 --------------
On a side note, that damage decal won't work. Ideas? I'm using Bobbau's fs2_open_e.exe build, if that helps.
Oh, yea, and Fred2 will open just fine, and so will both FSO and Stock FS2 exes, but Fred2Open won't run
