Ok, so just 3D targeting?
Essentially, yes. Many of the UI changes I have found useful, though.
Have you tried those mods and found them not to be compatible, or are you speculating?
Well, I think I heard as much from other users that there have been issues with other mods' weapons not being used as intended. Then again, I may be wrong to a large extent. You seem to be doing a good job of balancing it!
I have enhanced cannon detection, so the weirdness of frag-autocannons becoming cannons should stop.
I may be wrong to a large extent. lol
Do you mean that you found, for example, weapons that would have been classified as cannons to deal huge damage per shot?
Well, I found that the damage type armor thickness multipliers and damage multipliers after disabling weapon changes were still active, which I had thought was not intended. I may have been chasing a wild goose of a bug here, though.
So, again, you want to run just the 3D targeting.
Yes, I was just explaining further why I think it's a good change, and the balancing that may need to be done to account for it.
Anyway, in the next patch, you should be able to do just that by turning everything off.
Really? You mean that beams wouldn't have infinite range without weapon changes but with 3D targeting on? I'm confused.
I intend that while projectile weapons follow the 3D targeting system using their muzzle velocities to determine their range, beam weapons instead follow a standard "muzzle velocity" only for the purpose of 3D targeting range calculation, and multiplying the resulting range by their base range in their stats, keeping their relative range compared to other beam weapons the same, and keeping their range roughly in line with the projectile weapons.
Could that be done with disabling weapon changes, but keeping 3D targeting?
Looking into the rest of the mod folder, as you suggested, I have found how beam range is determined, and I have an idea of how it determines it, but I am not quite sure how to do what I had postulated, that being applying a standard "muzzle velocity" to beams in order to calculate their 3D range the same as projectile weapons, and multiplying the result by their range stats in the game.
I'm sorry if this is troublesome for you, but I ask that you point me at which file(s) in the src folder I must look at and modify in order to affect such a change, if such a change is viable. I am no modder, but I expect I can figure things out if you give me a rough outline of where beams' range is determined, and if I could modify just that, or if other parts would have to be modified to make the changes I wish to make.
To be specific, I believe weaponstats.java would be where most of the action is happening?
And, I know it's not realistic, but 3D targeting is, as I said, SUPER COOL, even if I cannot implement it in my game in a way I find most fun, while also keeping it realistic. If possible I would want to be able to play with it for every proceeding playthrough, and I think many others do too, but do not like the change in scale that the rest of your mod's changes create in the game.
Again, I'm sorry if I've been presumptuous, or troublesome for you.