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Starsector => Mods => Topic started by: DatonKallandor on January 14, 2019, 11:45:05 AM

Title: [0.95a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on January 14, 2019, 11:45:05 AM
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.

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.

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-0.95a-RC12/releases/tag/RC12

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)
[close]
Strapping a single missiles to the hull of your ship vs dedicated triple rack
Spoiler
(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*
[close]

Heavy Autocannon vs Heavy Needler
Spoiler
(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.
[close]

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.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Thyrork on January 17, 2019, 05:40:37 AM
I played a campaign with this mod a few weeks back and the changes it offers is pleasant. The mod is every inch the perfect gameplay modifier, doesn't feel required but it changes up so much by being an option to use. Rethinking designs based on the recharging missiles and rethinking balistics due to their magazines makes for different weapon loadout choices. The lowered alpha strike power of torps being offset by a hit and run gameplay is satisfying stuff.

I cant recommend it enough for someone looking for a significant change to vanilla that keeps to the existing ships.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: From a Faster Time on January 17, 2019, 06:28:00 AM
Post a gameplay demo clip please. Or some value changes as an example.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Starareo on January 17, 2019, 04:39:00 PM
How does this interact with mod fighters/missiles etc?
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Nia Tahl on January 17, 2019, 05:13:05 PM
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
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Snrasha on January 17, 2019, 11:45:28 PM
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

This is the problem of any balance mod, they become strongly unbalanced if you add a another mod. ^^
Well, like i play always with Underworld, SWP, i will never install this mod, but if people play only vanilla without SWP or underworld, this mod is a good thing.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Thyrork on January 18, 2019, 06:07:04 AM
Yup! I found it best with no other factions, a nice Vanilla-alternative mod.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on January 18, 2019, 07:19:44 AM
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)
[close]

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.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: FreedomFighter on January 18, 2019, 11:00:45 AM
I just wish all the Missiles are regen because right now it is either you use high-burst missile or those OP is better to be put on something else.

That Selene missile is strong due to how it can't be shot down until it reveals itself and it is also homing. The damage and destruction it does is balance for what it does imo but still, I rather use that 22 OP on some other energy/beam weapons.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Nia Tahl on January 18, 2019, 11:59:32 AM
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)
[close]

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.

The Sylphon regenerating missiles are also notably less powerful, though. Exalts cost a ton of OP and the Selene is only a single, easy-to-destroy missile that also splits its damage across multiple projectiles. If you use your mod with any mod faction, the regenerating vanilla missiles will always be the superior choice for any given role.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on January 18, 2019, 01:35:00 PM
The Selene is a PD-resistant/immune, homing torpedo, with EMP every ten seconds. My equivalent reaper is more expensive, non-homing, reloads slightly slower, takes twice as long to refire (but fires 2 shots) and has no EMP or PD resistance (it's a normal reaper). It seems pretty damn similar. As for the Exalt, doing a quick comparison of the Exalt-3 to the triple harpoon rack - they're pretty comparable. The Exalt is far more flexible, far more agile, regenerates in a similar timeframe and (at close range) deals more damage (in smaller chunks) - and pays for that by being more OP heavy. Which is actually pretty consistent with how those Syphon missiles stack up against vanilla - less specialized, more jack-of-all-trades, more agile - attributes they pay for by having less anti-capital big armor-crushing one-hit damage. Syphon's missiles are extremely well designed - if anything they're slightly undertuned, which is a lot better than overtuned.

I just wish all the Missiles are regen because right now it is either you use high-burst missile or those OP is better to be put on something else.

That...is what this mod does. All missiles with this are regen (except for bomber versions). Not mod missiles obviously, because there's not really a good way to do that unless I include files from other mods.

Yes of course if you mix a mod that changes a core aspect of the game with mods that don't, the other mods won't be balanced for it. That's out of my hands. Luckily nothing forces you to play with other mods. Or you can use other mods and accept that you'll have to choose between regen missiles without burst capability and bursty missiles you can use only once.

Not that the regen is high enough to make missiles the equivalent of a ballistics or energy mount - they are still very much something where placement and timing matters, and the AI still uses them that way. The regen is just enough to make ships that already fired their missiles once not dead weight or an easy opponent, and to help out the AI (on both sides of the fight) in case a missile strike goes wrong by giving them another one or two chances before CR runs out.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Nicke535 on January 19, 2019, 04:03:07 AM
The Selene is a PD-resistant/immune, homing torpedo, with EMP every ten seconds. My equivalent reaper is more expensive, non-homing, reloads slightly slower, takes twice as long to refire (but fires 2 shots) and has no EMP or PD resistance (it's a normal reaper). It seems pretty damn similar.
The reaper has:
>almost triple the damage per missile, and almost triple the sustained DPS
>a whopping 13 times the armor-breaking efficiency due to how armor prefers few, high-damage shots
>significantly higher HP for the missile
>better speed

This isn't even touching on the subject that the Selene is an LRM and not a torpedo, making the comparison fairly bad from the start.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on January 19, 2019, 07:07:58 AM
None of this matters anyway since the Selene isn't a vanilla weapon (although I did mention above I do think it is slightly undertuned, at least in the context of a regenerating large mount missile).
On a more on topic note, the missile only version of the mod is in the OP now.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Darloth on February 06, 2019, 02:14:48 PM
Thanks for making this!  It represents a nicely unified approach that I certainly never had the patience to apply but always wanted :)
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Cyan Leader on February 06, 2019, 11:27:50 PM
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

Wouldn't it work if this mod modified the values of mod missiles too? I mean it's a lot of work and he'd have to pick favorites but following the laid down rules of thumbs he might be able to easily get a good idea for each different missile and then continue balancing through feedback.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on February 07, 2019, 06:57:33 AM
Wouldn't it work if this mod modified the values of mod missiles too? I mean it's a lot of work and he'd have to pick favorites but following the laid down rules of thumbs he might be able to easily get a good idea for each different missile and then continue balancing through feedback.

That's what I have been doing for personal use, yeah. It's a little more time consuming than doing it for vanilla, because missiles really are the sum of their parts, so I need to try them out in-game to see how they perform, but it's not too bad. I wouldn't wanna do it for all the faction mods though.

For 0.9.1a I'll put out a new version, with some nerfs to single-missile light mounts and the light needler adjusted to give it a role (which it currently lacks due to the 0.9 nerfs). Luckily Alex's values for the heavy needler have given me a great template. Light Needler is going to get best-in-class sustained damage, like it's bigger counterpart.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Cyan Leader on February 07, 2019, 08:35:04 AM
Alright, I'd like to try out the version that has at least some mod faction support in the future. Thanks for this, it's a very interesting mod.
Title: Re: [0.9a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on May 10, 2019, 02:40:57 PM
And the .1a compatible version is out. Includes Light Needler Buff (bringing it up to par with Heavy Needler and giving it a role) and new .1a damage and flux stats for Assault Chaingun and Needlers. Missile-only version is included in the download.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Ioulaum on May 11, 2019, 04:21:12 AM
Hi DatonKallandor,

Really like your work and idea, good job! :)

Just friendly reminder that you can add "SYSTEM" in hints tab to prevent stirkecraft variants to be available for the player.

Also, the ammo reload rate is accumulate towards reload size, once it filled a reload event will be triggered, so weapon like swarm (&strikecraft), annihilator rocket launcher, sabot/harpoon pod, annihilator rocket pod their reload rate should take more consideration.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on May 11, 2019, 06:17:27 AM
I'm not sure what you're trying to say with the ammo reload rate, but thanks for the tip on the SYSTEM tag. I'm pretty sure keeping them out of any blueprints stopped them from showing up outside arcade mode anyway, but this'll keep them out of there and the codex too (although I didn't mind them being in the codex - fighter weapon stats being invisible isn't great anyway).

Edit: First post is updated with RC3.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Volfgarix on May 11, 2019, 12:48:09 PM
Man, phase ships sure will have a field day with it. At least this is what I think would happen.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on May 11, 2019, 01:52:06 PM
Depends on what you used on them.

If you used to unload all your missiles at once - you can't do that anymore (because re-fire delays are a lot higher). On the other hand being able to pressure enemy ballistic capacity in safety is a big deal. But then again, you can't just dodge a missile salvo or two and then know that you won't have to do it again for the rest of the fight if you're flying a phase ship. Theoretically having infinite anti-matter blaster is nice for phase ships too, but I don't think most ships live long enough to empty those anyway.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Ioulaum on May 11, 2019, 06:14:28 PM
I'm not sure what you're trying to say with the ammo reload rate, but thanks for the tip on the SYSTEM tag. I'm pretty sure keeping them out of any blueprints stopped them from showing up outside arcade mode anyway, but this'll keep them out of there and the codex too (although I didn't mind them being in the codex - fighter weapon stats being invisible isn't great anyway).

Edit: First post is updated with RC3.

What I mean is missiles with more than 1 reload size(say sabot/harpoon/salamander pod) has the same reload rate as their single reload(small slot) variants, this is a bit counter-intuitive as it supposed to get better ammo manufacturing capabilities with medium slot weapons.

Sabot SRM Pod should reload 2 missiles other than 4.

An Annihilator Rocket Launcher with the capability of reloading a single rocket warhead for every 15s doesn't feel much difference with their unmodded version, it could take 75s to generate a full salvo.

Basically, this is all about balancing, luckily Alex didn't change anything in the last patch, I'm more than happy to discuss the rationale if you are interested.

With 0.9.1a update Alex add speed/turn rate tooltips for repear and special tooltip for Squall MLRS, hope you could add them in as well :)
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on May 11, 2019, 06:36:21 PM
Medium Pod stats are intentional - you get more missiles per hardpoint and most importantly bigger burst damage for using the medium missile versions. I'm pretty sure I haven't touched the either of the Salamanders at all, except for adding an ammo stat so +missile capacity skills and hullmods can affect it. I'll have a look at the Sabot reloading size however.

Annihilator stats are also intentional - the mod isn't supposed to turn missiles into equivalents to ballistic or energy mounts. The annihilator gets you a lot of sustained HE damage that eventually falls off, just like in vanilla - it just never stops working completely. It's possible it's undertuned or an equivalent sized other missile is overtuned though (swarmers might be, it'll need some more testing).

Thanks for the good feedback, I'm getting some good changes in there. I overlooked the tooltip changes in 9.1.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Norseman1138 on June 20, 2019, 09:39:18 AM
Hmm. I'm inclined to agree with Ioulam. Paying the extra OP to mount 3 Harpoons in a small pod mount, then having to wait a considerable amount of time to be able to fire them really lessens the effectiveness of a salvo and can be kind of frustrating. I think a good way to balance them would be to allow you to fire as many as you like in salvo, then have them be slowly reloaded one at a time. For things like small Annihilator pods, perhaps increase the time it takes to reload the whole pod, then allow the whole thing to be emptied with a single attack.

I know that with this mod, I've taken to only mounting single missile racks, as anything else doesn't allow me to salvo effectively and the missiles end up getting shot down by PD. Mounting pods with more than one missile quickly becomes inefficient in the extreme.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: grinningsphinx on July 14, 2019, 12:59:51 PM
I found this mod to be mostly redundant, and just changes things slightly for the for sole sake of slightly modifying  vanilla gameplay.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Singrana on August 03, 2019, 11:34:55 AM
i tested your mod the other day and i actually like it a lot (especially with lots of other mods adding suitable replacement for the non-regen vanilla missiles) but i have encountered a problem with a mod added bomber called the "vulgar", this bomber has 2xhammer torpedo for armament, and with this mod it will NOT seek to return to the carrier to re-arm itself, with the mod off they behave normally, it is probably a good idea to not change the default fighter hammer torpedo to regenerate, and instead make a copy that is used by ships that does regenerate if a mod makes use of a vanilla weapon
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Nordic on August 10, 2019, 11:25:27 AM
Hey sorry for the dumb question, but how does one enable the missile only? I tried deleting the weapon_data file but starsector ends up saying missing reaper_fighter. I tried reinstalling and downloading other versions from the github and nothing seemed to work, any advice?
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on August 11, 2019, 09:20:10 AM
To enable missile-only version:
Go into the mod folders /data/weapons folders, delete the weapon_data.csv and rename the missile_only_weapon_data.csv to weapon_data.csv.

You almost had it, just needed to rename the missile_only version.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Modo44 on September 24, 2019, 01:36:30 AM
I like the idea of this mod in general, but infinite missiles feels very OP. Even just a few ships can create a never ending swarm of e.g. swarmers. Would it be possible to make the infinite reload have a set prerequisite, like a specific ship or expanded missile racks? If not, is there a mod option to slow down all the free reloads?
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on September 24, 2019, 01:20:49 PM
I'd have to make yet another version of the mod with slower reload times and that's not happening. If you have specific examples of missiles reloading too quickly I'll take a lot at it, but in general you'll get less missile swarms than in vanilla because I've added lengthy refire times to all the missiles that were missing them.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Selbin on October 22, 2019, 10:14:37 PM
Just thought I'd ask, as I had an idea last night: Would it be at all feasible to have the mod, instead of tweaking individual weapons, be, say, a hullmod that gives regen to missiles? It'd have to do some kind of data search and screen out ones that already regen, and might involve some pretty complicated math to determine the regen rates of various missiles based on their default stats, but....

Like I said, this is just an idea. I'm not a modder, so I cannot accurately judge how big of a pain this might be.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: prav on October 23, 2019, 02:21:31 AM
you can basically just copy PeriodicMissileReload.java and adjust it to taste
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: ebolamorph on June 29, 2020, 03:05:50 PM
will we ever get a just missile regen version of this mod? Thats all out of this mod that i want. The magazine based ballistics i can do without tbh.

Preferably with the respective vanilla reload stats and vanilla friendly stats for single fire launchers

for single fire launchers i just had an even better idea. If any of you here watched the remake of the battlestar galactica series then youd know about the ammo factory scene aboard galactica. What if, hear me out, what if there was something like this aboard every ship for ballistics, and with a hullmod we could enhance out ships ammo production facility to produce missiles and torpedoes. The rule being that the larger the torpedo the longer it will take to build and reload a new one. For smaller missiles the reload could be fairly quick or for, say as an example, a single fire harpoon launcher, the reload would be fairly quick (within reason. It IS a barely not a torp after all from what ive noticed) due to it only being one missile with larger launchers taking longer to reload due to having to manufacture multiple missiles for that reload
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Yunru on June 29, 2020, 03:51:45 PM
will we ever get a just missile regen version of this mod?
For a quick and dirty fix, venture into starsector-core/data/hullmods/hull_mods.csv and for missile_reload set unlocked to TRUE.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on June 29, 2020, 06:59:20 PM
will we ever get a just missile regen version of this mod? Thats all out of this mod that i want. The magazine based ballistics i can do without tbh.
The download includes a version of the weapon_data.csv that's missiles only. To switch to that, go into the mod folder/data/weapons and rename the missile_only_weapon_data.csv to weapon_data.csv (replacing the existing one). Edit: I'll put this in the first post.

Doing regen missiles with vanilla refire rates would be broken as hell and the AI wouldn't know how to handle it while the player would. Not gonna do that, but you can make those changes yourself if you want. Proper credit if uploaded to the public, etc.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Szasz on October 23, 2020, 02:03:15 PM
A script that goes through every weapon and sets magazine size and reload for ALL (optionally) ballistics and missile weapons would make this mod generally employable alongside other mods.
Technically shouldn't be hard to implement.

At least support for Ship/Weapon Pack which I consider vanilla would be much appreciated. (poor Ion Torpedo Rack still not worth to use)
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Transuni on October 23, 2020, 06:37:41 PM
Alright, I'd like to try out the version that has at least some mod faction support in the future. Thanks for this, it's a very interesting mod.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on October 24, 2020, 04:40:50 AM
I don't see how a script could be doable. There's just too much manual tweaking to be done. Missiles are too complex for blanket "if fire rate and damage equal X, set reload to Y" formulas.

As for SWP, I don't use that, so I haven't done a version for it. And even if I had, I can't put their files in my mod.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Szasz on October 27, 2020, 07:52:10 AM
I don't see how a script could be doable. There's just too much manual tweaking to be done. Missiles are too complex for blanket "if fire rate and damage equal X, set reload to Y" formulas.

As for SWP, I don't use that, so I haven't done a version for it. And even if I had, I can't put their files in my mod.

Yes, I've seen the mod structure(s) and I understand how that could raise legal issues.
For the algorithm worst case scenario is set reload/capacity values could make some missiles weaker than others, which still a better scenario than skipping missiles in general like I did before this mod. (wouldn't like to get into ballistics, caz modded large weapons already feel inferior to some medium alternatives, especially the Gauss)
Anyway, thanks for raising vanilla missiles out of trash tier.   8)
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on April 09, 2021, 07:10:39 AM
Testing a new version of this, update shouldn't take too long.

The next version will probably not include any ballistics changes, because the newly rebalanced energy weapons and especially the skill tree buffs to energy weapons have closed the gap and ballistics don't need a nerf anymore.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Shoat on April 11, 2021, 10:05:11 AM
Good to hear that this is still worked on.

I've always liked the ammo reloading mechanic ever since it (briefly) was part of the game officially (since both the earlier 'ballistics are just empty at some point' and the current 'ballistics are infinite' feel unsatisfying).

Looking forward to it!
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: CauseWeKan on April 18, 2021, 07:31:45 PM
Any update on release window? This mod is essential for me, i wanna jump into the new game with the new additions but i don't wanna start without this magnificent mod.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on April 19, 2021, 06:12:56 AM
First post is updated.

New Version there or here: https://github.com/DatonKallandor/Missiles-and-Sundry-0.95a-RC12/releases/tag/RC12

Let me know if bugs show up and how the Breach SRMs perform - I've found they are not really that useful, but that's a vanilla issue and they don't seem any less useful with the current regen values.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Acruid on April 21, 2021, 03:02:02 PM
Thank you for updating this.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Cirind on May 03, 2021, 10:15:29 AM
Thanks you so much for updating it! Your mod is such an saviour for missiles in longer battles :D.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: Aeios on June 18, 2021, 02:58:01 PM
Thank you for updating this, though you might wanna consider changing the post title to reflect it. I saw 0.91 and thought it is not updated yet at first lol.
Title: Re: [0.9.1a] Missiles and Sundry - Missile and Ballistic tweaks for vanilla
Post by: DatonKallandor on June 19, 2021, 05:53:40 AM
That's a good point. I forgot about the thread title.