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Setting this as ready for review to get the tests to run, ignore the PR. |
Nox38
marked this pull request as ready for review
September 6, 2026 20:31
Nox38
marked this pull request as draft
September 6, 2026 20:36
Nox38
marked this pull request as ready for review
September 14, 2026 18:54
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Need a maintainer to tell me a few things:
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Just popping in, please check the wiki on how to appropriately comment your code. |
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About the PR
Redid the gunnery control console's weapon groups to make more sense. Instead of the previous
Ballistics (Only conventional guns, including ones with limited ammo which you need to conserve)
Energy (both hitscan and plasma projectiles, which are aimed differently)
Missiles (including ones with limited ammo which you need to conserve)
its now:


Ballistic (Everything that follows a ballistic trajectory (not hitscan) and has infinite ammo)
Ballistic - Limited (Anything from the above that needs to be manually reloaded)

Impulse (All hitscans)


Guided (Anything that guides itself to the target, including bomb bays which have the option of either guided or unguided bombs)


Guided - Limited (Anything from the above that needs to be manually reloaded)

Why / Balance
This should make divvying up who operates what weapons when crewing a ship together far easier. No more clicking a weapon group and getting weapons that are fundamentally impossible to aim at the same time as each other. This also clarifies what things you gotta watch the ammo on.
Media
Requirements
How to test
Go in game, spawn a bunch of weapons, and use the console.
Breaking changes
Changed a lot of variable names to reflect the new group names, this could be reverted if maintainers prefer it that way.
Changelog
🆑Nox38