Another mod, called Disable Action Hullmods, already does this. However, on the subject of 0-cost 'tactical' hullmods, I would ask of Peter if it is possible to create hullmods that reflect AdvancedGunneryControl's functionality. So I could, for example, put a hullmod on my shiny new cruiser that sets weapon group 1 to avoid shooting at fighters, for instance. I do think that dynamic switching in-combat probably has more uses, but I generally command large fleets and can't be everywhere at once. For example, I get a lot of use out of Automatic Orders to at least partially modify behavior on a ship-by-ship basis. If I had hullmods that I could use to tell my ships how to prioritize their point defense that'd be lovely.
The current state of the mod is pretty good though. I appreciate the extra control all the same, even if it tends to get away from me in larger battles.
Thanks for the feedback!
Yeah, I agree, if another mod already does that I shouldn't encroach on that mod's territory.
Also, I like your second suggestion. When chatting with folks on the Starsector Discord, the idea of making some kind of GUI for the mod came up. I think that using hullmods for this might actually be a far easier (and potentially better) way to do this than what I had in mind xD So thanks for that suggestion!
Update: When thinking about how I would implement this, I encountered a problem: Currently there are 7 fire modes and 7 weapon groups. That would be...49 hullmods =/
Also, as of now, it's easily possible to add/remove the mod during an ongoing campaign. I'm not sure, but maybe a hullmod-based approach would endanger that...
That being said, I feel like that might take a while to implement. So, in the meantime, I'll provide a "autoload/save fire modes" option.
That way, when loading out a ship, you can enter simulation mode and set up your firing modes. The next time that ship enters a battle, it will automatically load and apply the previously used firing modes.
I think I'll also remove the restriction that you have to be in the CommandUI to alter allies' firing modes (and introduce a setting to re-enable that).
This short-term-solution should be pretty simple to put together, so I hope I'll be able release a new version including that in a couple days.
@DesperatePeter
Is it possible to do what SafariJohn is suggesting below?
It's a cool idea, so thanks for suggesting it! Please refer to Laharl's comment however^^