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If a mod isn't majorly altering a core game mechanic, it hardly warrants a debug message. It'd be nice to have an option to turn it off.
Yeah, it's 1am in Ohio, too. I just spent the last few hours trying to track down a GGE weapon swap issue... turned out it was the friggen 'no weapon' surrender ACE setting. So much for having some fun.
500 rounds is around average IRL. NOt all in 1 mag though.
Correction: this appears to be only a portion of it. That's good, then, because the other was a huge, bloated mess of ammo that took forever to load.
too bad
Considering how huge UAS is already, I would be interested in a version that is only the ACE-compatible stuff with everything else removed.
Oh~ I absolutely doubt it.
Speaking of math: I hope you won't be doing it without a massively heavy use of a spreadsheet: ref a cell and perform math on its value in another cell, a mandatory thing for shop keepers when you need to account for the price of the components in the result's price.
The hardest part of making UASR a reality with ACE integration is the research required and the math with no references or pictures to go off of for most of the loadings that were inside UAS. I assume he is using partials of my ammo config inside my UAS ACE Compat mod that took me hours to research and use math formulas to get as accurate as possible data for ACE advanced ballistics. I do not mind that he does so long as he mentions that he used some of it from my mod.
He also might be writing it from scratch, which I would pity him XD. It takes forever and the grind is real.