Ok, here's how you make all-new custom missiles
and torpedoes , that have projectiles you can see in flight. I have been doing this for WOS B2, and I have included a screenshot below, so y'all will know that I'm not full of crap. Here are the steps, in brief:
1. Build a custom weapon, with the geometry and texture of your custom weapon, and a tiny, un-textured box inside (you could probably even get away with a single tri).
2. Follow my Custom Weapons Guide that I made, which is now in the Tutorials section.
3. Attach a HpExhaust hardpoint to the Root, after attaching the other three necessary items (HpFire01, HpMount, HpConnect). Put the HpExhaust well to the rear of the model, so that you can actually see it
4. Rebuild your scripts.
To sum up: basically, so far as I can tell... there's nothing special about Torpedoes at all... they're just like every other weapon model in the game, and need two Vmeshes, animation data, to function correctly. Which, unfortunately, brings me to Burnout's problem. Burnout... if you're going to make kamakazi ships... they need to consist of ONE mesh for the ship, and one for the Root, or you're never going to get this to work. At least for the "launcher" end of things... Dunno what to tell you about projectiles, as I, uh... haven't wanted to launch things that impractical before
I'll see what happens if I use a regular, one-mesh CMP with just the bare minimum of HPs, just like the rh_seeker_missile. Long story short: I think it's perfectly possible to do what you're wanting here, but you may have to build a custom CMP to do it.
Screenie follows. And yes... these
are ugly placeholder missiles I made as proof-of-concept for my mod, the final versions will hopefully be more elegant, or at least have a better texture
But these serve as both the launchers and the projectiles for my Heavy Rocket Torpedoes in B2, at least for now... and are 100% original (if ugly).