Well, I saw one error with your math, but after reading the rules several times for ordnance weaponry, I have no idea how its supposed to work.
The first bit is that I think you're supposed to average up the damage and the AP BEFORE you do everything (though thinking about it mathematically, I'm not sure there would be a whole lot of difference).
The second issue is your Damage Factor. It should be Damage x (3.5+1+1) not Damage x (3.5+0.2+1). The book is specific about rounding the middle value up to the nearest whole number. On the other hand, that fix isn't going to make your numbers any closer to 0.63.
Ah I see I missed the round up bit, I thought it was treat "single" shot weapons has having a burst of 1 and divide that by 5...
My second question is..what the heck are you supposed to do with the Inferno value? Does it just come out as a separate value, as shown in the main book? So for instance you'd have 2 two shot SRM values, one done with the average of the AP, HE and AV damage, and another with inferno stats? Sort of like the Recoilless Rifle has? If that's the case, why does TechManual not have an Inferno value?
I would not even know... Though B-tech has until recently ignored RPG weapons stats (I.e. alternative warheads). Though it seems it's find the value of the Non inferno warhead, as what I tried to do and you did. And for weapons with inferno ammo available, do the math for just that type (the SRM warhead (type E) has a value of 3E/9ACS).
Okay, lets look at it from my way of doing things.
Penetration Factor = AP/4 = 6/4 = 1.5
Damage Factor = 12.666 (average of 12+12+14) x (3.5+1+1) = 12.666x5.5 = 69.6666
Reload Factor = 2/3 = .66666
So final Value = ((1.5*69.6666)/50)*.6666 = 1.39.
Which again, isn't anywhere close to the 0.63 that the book has. On the other hand, its close to the average of your values, once we factor in the formula correction for the Damage Factor.
I see what I was doing wrong better. When I was doing it I could not figure out how to average out the damage, after all it their was no randomization in the damage dealt...
Still SRMs it seems where given some sort of a shaft when the original tables where made... Even if you use a .333 value for the final multiplier (vs .6666) you still get .696659, which is still higher than the .63 value...
Lets see
Light SRM....... 0.54 RPG warhead class = E (2 shots) - value is B-tech damage
Standard SRM. 0.63 RPG warhead class = E (2 shots)
Hvy SRM........ 0.41 RPG warhead class = E
LRM.......................... 0.19 RPG warhead class = C
Rocket launcher (LAW). 0.23 RPG warhead class = D
MRM.......................... 0.3 RPG warhead class = D
Recoilless Rifle Hvy ........... 0.34 (non inferno) RPG warhead class = E
Grenade launcher Hvy auto. 1.16 RPG warhead class = D (20 shots / burst 5)
Avg of Vehicle, HE and Personnel warheads
Avg Class C warhead = 6/10.6666
Avg Class D warhead = 6/11.6666
Avg Class E warhead = 6/12.6666
The Light SRM and Standard SRM per the book should have the same values (i.e. 1.39), the Heavy SRM should do 0.696659 (0.7 damage), Why the Light SRM gets two shots for 10kg with a 9kg reload, where as the Hvy is 20kg with a 18kg reload, the Standard is 30kg with a 20kg reload (10kg per missile)... So light SRMs are only 4.5kg?
LRMs
10.666 x 5.5 (3.5+1+1) = 58.6663 x 1.5 / 50 x .3333 = 0.5866 (VS B-techs 0.19)
MRM & Rockets
11.666 x 5.5 = 64.1663 x 1.5 / 50 x .3333 = 0.64166 (VS B-techs 0.3 & 0.23 respectivly)
Recoilless Rifle Hvy
as per Hvy SRMs or 0.7 (VS 0.34 in B-tech)
For the Hvy Auto Grenade launcher
that's 11.666 x 5.5 (3.5 + 1 (5/5) + 1) = 64.1663 x 1.5 / 50 x 1 (20/3 = 6.666, max of 1 allowed though) = 1.92