0.13.1 is out (
https://github.com/DesperatePeter/starsector-advanced-weapon-control/releases/tag/0.13.1)!
It refactors the GUI dialogue options such that you can control whether a single ship or the whole fleet as well as the current loadout or all loadouts shall be affected by holding shift/ctrl when choosing an option. It also adds the requested setting to disable persistence of changes made in combat (alongside a hotkey to manually save the modes for the current ship).
Heh, while going through some modding stuff myself, I noticed this for the Breach SRM: "CONSERVE_ALL, CONSERVE_FOR_ANTI_ARMOR". These two tags kinda makes the AI never use these I think! Wanted to mention it due to the latest chatter about forceAutofire
Ahh, that probably explains why the AI is so conservative in using them^^ So probably all you need to do to fix this is remove these tags from weapon_data.csv for breach SRM pods?
That seems like a much cleaner way of solving this issue indeed.
It's not much of a big deal to be honest. I thought forcing autofire per weapon group could be possible, if it's crashing the game, not really necessary
I still think the idea is nice, I'll try to keep it in mind when doing the big refactoring I'm planning^^ It just doesn't make sense to try to "hack" it into the code in its current state.
Yeah, the manual OpenGL territory is the scary part; it'll look out of game for the most part, and if you can make it look a part of the game, you should release it as a GUI library instead for all to benefit to be honest The roadmap looks nice. I'm not sure what you mean by making a GUI showing up in combat though. A GUI to adjust stuff in-combat, or a redesigned info-box of some sorts?
To be perfectly honest, I don't know for sure, either. I'll have to have a look into what's possible. In a perfect world, I'd be able to simply open a GUI letting you configure everything while in combat. But I'm not really sure if it's possible at all to open a GUI in combat without being a major hassle. =/
I'll probably have to do quite a bit of experimentation, in general, to see what is reasonably possible and what isn't. Also, due to "historical" reasons, the way things work in the GUI and in combat are entirely different. If possible, I want to also unify things to work the same way in both layers, at which time implementing the "load suggested modes for enemies"-feature should become nigh-trivial.
All this will probably be a lot of work with relatively little to show for, but when looking through my code base it seems to be desperately needed in order to facilitate future development of the mod.
Anyhow, as always, thanks for all the suggestions and feedback. As mentioned before, there probably won't be any new releases (except for hotfixes) within the next couple weeks/months, but I might try to keep you guys updated on my current progress.