Regenerating Missiles and Clip-based ballistics for vanilla Starsector. In addition to regenerating, missiles have reduced re-fire rates to stop one-shot eliminations and strange scaling with expanded missile ammo hullmod.
Rule of thumb for the regeneration times is: The smaller the mount the slower missiles will regenerate. Missiles generally regenerate one-firing-amount at a time, it does not replace the entire magazine at once but it does replace enough to not fire partial volleys for launchers that have bursts.
Rule of thumb for refire rate is: The bigger the mount, the higher the missile volume - and the weaker/lower tech the missile is the higher the refire rate. DEMs have higher refire rates than equivalent non-DEM missiles.
All strikecraft that used missiles have received their own versions of those missiles that do not regenerate, to keep the strikecraft gameplay intact. The exception are strikecraft that used missiles that already did regenerate - Talons using swarmers for example. Those missiles are named [Missile Name] (Strikecraft) to differentiate them - they should not appear in blueprints or acquireable in any way hopefully.
WARNING: Autoloader Hullmod does nothing (but indicates it does nothing in it's tooltip) at the moment, since it ignores any missile that has regenerating ammo. Which is all of them.
Ballistics clips are based on Alex's values from a the version of Starsector when ballistics were clip-based, with addition tweaks where playtesting found certain values to be out of whack.
Download: https://github.com/DatonKallandor/Missiles-and-Sundry-for-0.96a/releases/tag/0.96a
Missile Only version included in download:
To enable, go into the mod folder/data/weapons and rename the missile_only_weapon_data.csv to weapon_data.csv (replacing the existing one).
Example Pictures:
Big Reaper vs Small Reaper:Spoiler
(https://i.imgur.com/YRnd52y.jpg) vs (https://i.imgur.com/WvAWxF3.jpg)
Strapping a single missiles to the hull of your ship vs dedicated triple rackSpoiler
(https://i.imgur.com/pSKKK2a.jpg) vs (https://i.imgur.com/OPtXtJ5.jpg)
*this comparison makes me think single missiles might need to be a little worse*
Heavy Autocannon vs Heavy NeedlerSpoiler
(https://i.imgur.com/cXeFxwb.jpg) vs (https://i.imgur.com/j8KPfs2.jpg)
Big props to Alex values here, because suddenly the Heavy Needler has a real big upside. Those sustained values are very nice.
New for version 0.96a:
Regeneration for DEMs and other new missiles. Regeneration rate based on equivalent non-DEM missile, but slightly higher refire rates due to lack of hard flux and reliance on overwhelm.
New for version 0.95a RC12:
Currently Missiles-only, Breach Missiles have Harpoon/Sabot reload times, slight tweaks to Salamander and Sabot Pod.
New in version RC3:
Strikecraft specific weapons now invisible in Codex and Arcade
New in version RC2:
0.9.1a weapon stat changes integrated!
Light Needler sustained damage buff - Light and Heavy Needlers now trade single-projectile damage for superior sustained damage in long engagements.
How does this interact with mod fighters/missiles etc?
It doesn't, which makes the whole thing a bit silly if you want to play with any other mods since those are usually balanced around the way vanilla does things
I did compare to Syphon's regenerating missiles recently and it turns out their stats are extremely close to mine, so mods that feature a decent amount of regenerating missiles will be fairly similar in terms of feel. Their ballistics are probably going to be too good, but I can make a missile-only spin-off if there's more demand for a version without the ballistics changes. The ballistics changes are really the ones that have the biggest balance impact - the missiles pay for the regen by having their one-mount burst ability removed.
Edit: Bonus Sylphon example - compore to Large Reaper in the OP you'll see that it turns out the values are extremely similar. Balance hivemind at work I guess.
Spoiler
(https://i.imgur.com/MvuV3L8.jpg)
I also have a version of the mod for Disassemble Reassemble, but I don't feel comfortable posting it because it is just a modified weapon.csv and a fighter variant change directly from another mod.
I'll put an example picture into the OP I guess to show some of the stats. Edit: This has now been done.