Words cannot describe how much I love this mod. Great work!
There are a few problems though.
The above mentioned multiple damage type options using the same key identifier - could be solved by assigning each damage module a number instead of a letter from it's name.
The PD weapons can be built and installed without problem, but unless they are set to attack missiles only then they don't seem to do anything.
The repeating weapons module only ever produces a double shot weapon.
Hatsuya Kanzaki wrote:I hope we'll be able to choose our projectiles. Like instead of plain particle line shot, can we have a shocking starburst?
It's already partially implemented - as you increase the level of the damage module you get a different shot effect.
low lv particles are the shimmery green beams, higher lvs are solid green bolts like TeVs.
low lv thermos have little orange balls like tritiums, higher lvls have big heavy blobs like fusionfires.
Maybe not what you were after but it definitely noticeable.
Some other issues I've stumbled upon after a little more playing.
- Having a full set of fire controllers (single/double shot etc.) present prevents you from building custom weapons as the control selector doesn't work quite right and has several lines of the xml displayed in the text area. Can be "escaped" and the game continues without a problem.
- Any weapon regardless of type and stats, when converted into a PD mount will always have a fire rate of 1.5 /s which is pretty useless.
- Any custom weapon built with turreted mounts has what could be described as a "sluggish" aim. Not that noticeable with fast projectiles like laser & ion, but really frustrating with slow weapons like plasma and kinetic.
- None of the weapon labs can recycle the weapons they create! This is a biggie and really kills any attempt to experiment with various components.