uh, an idea for beams. love the mod, doesn't feel good to play without it anymore.
Beams could interact with armor differendly, they don't really penetrate as much as they burn through armor - any beam could penetrate if you point in the same place long enough.
You can aim with beams quite freely, so it's plausible you could hit one place of compromised armor for a long time (if the beam also hits the same spot on the ship). You'd keep track of the worst area of compromised armor in a area, and assume all beams hit there for beam dmg/armor strip. Other weapons penetrate as they already did, and possibly create holes, that beams could go through without burning?
Maybe lower/any damage weapons could penetrate via smaller areas of compromised armor when the ship's engines are disabled or you are point blank/super fast projectiles vs enemy manouver.
tldr keep track of armor rating like in vanilla, but it'd keep track of biggest hole in armor and beams would always try to burn/hit there. penetrating hits chunk armor like a beam would have burned it in that angle, beams burn it slowly. beams do not penetrate if armor is not compromised in the area.
bad illustration
Spoiler
numbers just tossed there, 75% armor for half way burn thru, 50% for straight angle penetration (either burned or penetrating hit stripped it`?), lower percentage armor means wider hole/penetrated from a smaller/steeper angle.
I had a similiar issue on the latest version (1.24.3), where only missile/torpedo weapons fired normally. The others fired only when button is down and switched to. It worked fine in 1.23.4.
1.24.3: button is pressed down all the time, non-missile weapons only fire when switched to from other weapons and don't act normally. some alternating weapon groups do alternate between the weapons, but do not fire. Autopilot seemed to work/fire normally, i'm not sure if autofire weapon groups fired normally.
https://cdn.discordapp.com/attachments/967787932209524748/1113175239698944171/2023-05-30_21-33-39-1.mp4
1.23.4: seemingly normal, all same mods (nexerelin + factions, some utility and others) and same save/ship/loadout
https://cdn.discordapp.com/attachments/967787932209524748/1113178201624162385/124.mp4 (it's 1.23, bad filename)
e: 0.96a-RC10
e2: I tested 1.24.2 and 1.24.1 and the weapons work fine on 1.24.1, but 1.24.2 also had the weapon problem.
I want clicking left mouse not to fire the selected weapon group unless the player aims within the leading circle, even if the weapon group is set to autofire. Is that what is happening? If so, I should have mentioned the change, and I apologize.
There's something weird happening when switching weapons with button pressed (shoot full auto with a slow firing weapon). The first video 00:14. I tested it with no other mods, only realistic combat and weapons will shoot a burst if switched to with button pressed, regardless of the weapon being able to shoot that fast normally. It can fill your flux fully.
e: from some testing, switching to same group firest the weapon once, switching to another group firest that group in a burst regardless of firerate.