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Sorry for the late reply! For whatever reason Caramel's comment never gave me a notification.
I believe it has something to do with what @Caramel said
And I hope that everyone enjoys the new overclocks. I had a lot of fun working on that launcher overclock.
Numbers still subject to change. The current damage numbers looked and felt reasonable in my limited testing, but chances are they won't be perfect. I'll be relying on player feedback to see if anything is way too strong or way too weak.
Preview of the changes:
- Controller can be overclocked. Overcharge mechanic is being moved to overclocked controller. Hyper-accelerators no longer exist. Existing hyper-accelerators should automatically be replaced by regular accelerators in the update.
- Launcher can be overclocked. When overclocked, the PAC charges much slower, and it fires a slow-moving damaging particle field. (Inspired by Aegis from Fractured Space)
The Hyper Accelerator Muzzle.
Uses the improved systems in the Hyper Accelerator to add a new function: Projectile Slewing.
Simply put this exit comes in 2 flavors: Angled (slant ships can use them!) and Normal.
The twist? BOTH versions can slew the bolt a tiny bit off bore-sight (less than half a degree) allowing long range sniping of subsystems without hyper specialized swinging of the firing ship's bow.
-Burst mode: empties the particle accelerator over time rather than all at once (short burst of small damage packets, maybe count of shots tied to damage multiplier?)
-Short range CHARGED particle mode: does not nuetralize the particle shot as it leave the barrel (~shorter range, but has a very slim shotgun effect with much more EMP effect)
-Mute button. I love the mod and would use them even more if I could mute my charged accelerators... that hum gets old very fast.
Can you provide a mod list and/or a save file? It could be some unexpected interaction between the mods.
Should be fixed in mod v1.3.1. Apologies for the inconvenience!
If you have a ship save file, I can take a look and see where it's breaking.
Note that if the launcher is set to "Fire At Target", PAC will only charge if you actually target a part.
And in manual control, you'll need to use the "Always Charge" mode on the controller.
That said, I understand the circular PACs are in an awkward spot right now. I have some ideas I'm going to be experimenting with and see if they will work to make circular PACs feel more... different .
i love the concept of using the real world idea of how particle accelerators work. However your mod has some serious mechanics issues that actually make it worse than vanilla.