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/0.96aMissile 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.