Let's start with fact you don't need PI Vulcan ,It's not ballistic (download PI anyway ,if you will want to take a break in modding and play something awesome it's the campaign you will want). Ballistic primaries have to be set in similar way like missiles. You should look into Beyond the Red Line for examples ,I'm posting entry of my favourite ballistic weapon ,Cylon KEW:
$Name: @Cylon KEW
+Title: XSTR("Cylon Standard Cannon", 3243)
+Description:
XSTR(
"Standard Issue
Cylon Cannon", 3244)
$end_multi_text
+Tech Title: XSTR("Cylon KEW", 146)
+Tech Anim: icon_cylonkew
+Tech Description:
XSTR( "The Cylon KEW, or Kinetic Energy Weapon, is in most aspects identical to it's Colonial MEC-A6 counterpart. The large HE rounds are extremely deadly and all Colonial pilots are well adviced to stay out of the sights of a Cylon Raider. Even a single burst of rounds from the rapid-fire cannon can seriously damage a Viper, or even destroy it outright.", 3245)
$end_multi_text
$Model File: none
; The following fields (preceded by @) are only required for laser
; rendering, which requires that "Model File:" be none.
; These are the same values that used to be hard-coded:
@Laser Bitmap: laser2
@Laser Glow: laser1_2_glow
@Laser Color: 00, 173, 220
@Laser Color2: 00, 173, 220
@Laser Length: 4.7
@Laser Head Radius: 1.3
@Laser Tail Radius: 1.3
$Mass: 0.06
$Velocity: 1800.0 ;; speed of the weapon (initially) -- may or may not change
$Fire Wait: 0.12 ;; in seconds
$Damage: 45
$Armor Factor: 0.9
$Shield Factor: 0.7
$Subsystem Factor: 0.9
$Lifetime: 2.0 ;; How long this thing lives
$Energy Consumed: 0.0 ;; Energy used when fired
$Cargo Size: 0.001 ;; Amount of space taken up in weapon cargo
$Homing: NO
$LaunchSnd: 163 ;; The sound it makes when fired
$ImpactSnd: 85 ;; The sound it makes when it hits something
$Rearm Rate: 100
+Weapon Range: 100000 ;; Limit to range at which weapon will actively target object
$Flags: ("in tech database" "cycle" "player allowed" "stream" "shudder" "ballistic")
$Icon: icon_cylonkew
$Anim: icon_cylonkew
$Muzzleflash: raider_muzzle
$FOF: .5
$Shots: 1
Lines required for ballistic weapons are:
$Cargo Size: 0.001 ;; Amount of space taken up in weapon cargo
$Rearm Rate: 100
You also need to set primary bank capacity like that:
$Allowed PBanks: ( "Cylon KEW" )
$Allowed Dogfight PBanks: ( "Cylon KEW" )
$Default PBanks: ( "Cylon KEW" )
$PBank Capacity: ( 3 )
Those lines are from Cylon Rider ,and should provide you 3000 Cylon KEW rounds.
(don't try to use Cylon KEW tables without modifications unless you have BtRL ,because you will need BtRL effects).
You may also try the wiki:
http://www.hard-light.net/wiki/index.php/Weapons.tbl#.22Ballistic.22There is also one thing you need to know: for older builds you needed "ballistic primaries" flag in ship flag to enable ship to carry any of them. This has been removed ,but if you want older build compatibility you should remember this.
I hope I helped you ,I made some ballistic weapons ,even on builds with "ballistic primaries" (annoying ,you enable weapon in tables and ship is still unable to carry it unless you enable the flag).