Hi all!
Sorry for the late reply, I haven't checked the thread forum thread for a while.
I think I did that as well. Just every auto fire I could get think of, but when a weapon is selected the autofire light blinks and it doesnt autofire. Is that expected behavior? I don't think it allows you to deselect all weapons does it? )(ie - one weapon always has to be selected right?)
I think I did that as well. Just every auto fire I could get think of, but when a weapon is selected the autofire light blinks and it doesnt autofire. Is that expected behavior? I don't think it allows you to deselect all weapons does it? )(ie - one weapon always has to be selected right?)
No, selecting a weapon group functions as a manual override of its autofire setting. See the showcase video at this timestamp: https://youtu.be/Zg4sxRj9V8I?t=54
Pearagon pretty much nailed it, this mod only affects autofire mode, not manually controlled mode. Force-Autofire only affects AI-controlled ships, so it won't do anything if you are manually controlling the ship. The easiest solution is to simply leave one weapon group (e.g. #7) empty and select that weapon group. If you absolutely need all weapon groups filled and want all weapon groups to be on autofire mode (i.e. not control any weapon group manually), you can set all weapon groups to Force-Autofire (or enable the ship-mode Force-Autofire) and briefly enable autopilot for a second or so, that should deselect all weapon groups for you.
My game seems to freeze and even causes my gaming laptop to suffer a critical video memory shortage (and BSOD) whenever I use the in-combat GUI. It usually happens when I flick some of the options and I happen to loiter in the interface too long. Even with this mod being the only one turned on, I tested it on a mission and I eventually received a BSOD. I happen to use JRE8, so I swapped back to JRE7 and tested it again. While it no longer crashes, a periodic lag could be noticed while the combat GUI is pulled up.
Thanks for reporting this! To be completely honest, I never really paid any attention to performance as far as the combat-GUI goes, mainly because I never noticed any issues and I couldn't really imagine it causing any problems. Guess I was wrong.... Probably I managed to "implement" some kind of memory leak. It should get cleaned up as soon as you close the interface, as it cleans all data on closing. So for now I guess the solution is to close the interface periodically, but I'll try to look into it.
Came back to the game after a bit of a break, been using 1.7.0 for a bit and the new targeting prioritization/restrictions are great, they basically covered all the remaining conditions I'd have wanted previously.
Did notice a small issue though, the PrioritisePD mode doesn't seem to account for some weapons ignoring flares (be it innate via the IGNORES_FLARES weapon_data tag or via the IPDAI hullmod). With the PrioritisePD mode on, all PD weapons will target flares regardless.
Thanks for letting me know, I'll look into it! I think this should (hopefully) be an easy fix =)
I can't really make any promises for when a patch for these issues will come out, as that depends a lot on how tough to fix they are and I currently don't have tons of time/energy to work on the mod.