First, 12 armour segments don't fit in the HUD. The numbers look ok, but the labels take up too much space. I don't really think there's much I can do about that.
Second, the Antares II uses two omnidirectional Heavy Recoilless Cannons placed at opposite ends of the ship which fire simultaneously. The code which implements this in the non-playable version is...
... which doesn't work for playable ships (neither weapon fires if secondaryWeapon is true, the weapons are independent rather than firing together, and, if either weapon is replaced, the attributes on the <Device> tags don't carry over).<Devices>
<Device deviceID="&itHeavyRecoillessCannon;" secondaryWeapon="true" posAngle="0" posRadius="25" omnidirectional="true"/>
<Device deviceID="&itHeavyRecoillessCannon;" secondaryWeapon="true" posAngle="180" posRadius="25" omnidirectional="true"/>
</Devices>
Right now, I've just cloned the &itHeavyRecoillessCannon; device, made it use two slots instead of one and doubled the firing rate, but that kinda sucks.
What I'd like to do is make a weapon which can't be removed and doesn't actually fire a shot itself, but triggers whatever other primary weapons are installed, and create an event triggered whenever a weapon is installed to position it at one end of the ship or the other and make it omnidirectional. So... how much of that is possible, and how?
You can find my work in progress here:
http://rghost.net/4856205
Both Antares I and Antares II work well other than the issues mentioned above. I haven't made any attempt to balance these, but the Antares II seems to be about as difficult to play as the default player ships (at least in the early game). Escorting the Korolov EI200 is practically impossible since it's far faster, but it can generally defend itself well enough...